+0 | Strength |
+2 | Dexterity |
+3 | Constitution |
+5 | Intelligence |
+8 | Wisdom |
+1 | Charisma |
+2 | Acrobatics |
+5 | Animal Handling |
+2 | Arcana |
+3 | Athletics |
+1 | Deception |
+2 | History |
+5 | Insight |
+1 | Intimidation |
+2 | Investigation |
+8 | Medicine |
+5 | Nature |
+5 | Perception |
+1 | Performance |
+1 | Persuasion |
+2 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+8 | Survival |
Weapon/Range | Attack | Damage | Type |
---|---|---|---|
Dagger 20/60 | Strength 1d20+0 Dexterity 1d20+2 | Strength 1d4+0 Dexterity 1d4+2 | Piercing Finesse Thrown |
Quarterstaff | Strength 1d20+0 Wisdom 1d20+5 | Strength 1H 1d6+0 Strength 2H 1d8+0 Wisdom 1d8+5 | Bludgeoning 1-2 Handed Magic |
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, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Piercing | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 lb
DnD 5e SRD SRD
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 / 1d8 | Bludgeoning | Versatile |
Cost: 2 sp Weight: 4 lb
DnD 5e
Adventuring Gear Common
An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells.
Cost: 10gp Weight: 1lb
The statblocks of your class features
you start with the following equipment in addition to the equipment granted from your background (a) a wooden shield or (b) any simple weapon (a) a scimitar or (b) any simple melee weapon leather armour, an explorers pack, and a druidic focus
Drawing on the divine essence of nature itself, you can cast spells to shape the essence to your will.
Quick to notice details of your environment, you gain the following benefits:
Statblocks for your familiars, mounts etc.
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 1d8+4 piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 1d8+4 slashing damage.
Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
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 feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 2d6+3 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) 2d6 damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 1d6+3 bludgeoning damage.
hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 2d4+3 bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 2d4+3 piercing damage.
Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tiger moves at least 20 feet straight toward a creature then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 1d10+3 piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 1d8+3 slashing damage.
Trampling Charge: If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves Attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another Attack with its hooves against it as a Bonus Action.
Hooves: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 2d6+4 bludgeoning damage.
Statblocks for race/species of the character.
Age.-Humans reach adulthood in their late teens and live less than a century. Alignment.- Humans tend toward no particular alignment. The best and the worst are found among them. Size.- Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. Skills.- You gain proficiency in one skill of your choice. Feat.- You gain one feat of your choice.
Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.
Feature: Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Specialty You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character. d10|Origin 1|Forester 2|Trapper 3|Homesteader 4|Guide 5|Exile or outcast 6|Bounty hunter 7|Pilgrim 8|Tribal nomad 9|Hunter-gatherer 10|Tribal marauder
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
d8 | Personality Trait |
---|---|
1 | I'm driven by a wanderlust that led me away from home |
2 | I watch over my friends as if they were a litter of newborn pups. |
3 | I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to. |
4 | I have a lesson for every situation, drawn from observing nature. |
5 | I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear. |
6 | I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. |
7 | I feel far more comfortable around animals than people |
8 | I was, in fact, raised by wolves. |
d6 | Ideal |
---|---|
1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) |
2 | Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good) |
3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) |
4 | Might. The strongest are meant to rule. (Evil) |
5 | Nature. The natural world is more important than all the constructs of civilization. (Neutral) |
6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
d6 | Bond |
---|---|
1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
2 | An injury to the unspoiled wilderness of my home is an injury to me. |
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 suffer awful visions of a coming disaster and will do anything to prevent it. |
6 | It is my duty to provide children to sustain my tribe. |
d6 | Flaw |
---|---|
1 | I am too enamored of ale, wine, and other intoxicants. |
2 | There's no room for caution in a life lived to the fullest. |
3 | I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. |
4 | I am slow to trust members of other races, tribes, and societies. |
5 | Violence is my answer to almost any challenge. |
6 | Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish. |
Source: PHB, page 136 |
---|
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB, page 248
0-level (Cantrip) Divination
You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
0-level (Cantrip) Transmutation
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
0-level (Cantrip) Transmutation
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
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 .
1-level Enchantment
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
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. The creatures must be within 30 feet of each other when you target them.
PHB, page 238
1-level Conjuration
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
Player's Handbook
1-level Evocation
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
PHB
2-level Divination (ritual)
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
2-level Abjuration
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
2-level Transmutation
You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
PHB, page 250
2-level Transmutation
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d7 for each slot above 2nd.
3-level Conjuration
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
3-level Conjuration
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).
When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10 .
At higher levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Statblocks for your Trinkets, businesses, building, castles, empires.
Player's Handbook, page 152
Adventuring Gear Common
A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
Cost: 5gp Weight: 2lbs
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