+0 | Strength |
+4 | Dexterity |
+1 | Constitution |
+0 | Intelligence |
+2 | Wisdom |
+0 | Charisma |
+4 | Acrobatics |
+4 | Animal Handling |
+0 | Arcana |
+2 | Athletics |
+0 | Deception |
+0 | History |
+6 | Insight |
+0 | Intimidation |
+0 | Investigation |
+2 | Medicine |
+0 | Nature |
+4 | Perception |
+0 | Performance |
+0 | Persuasion |
+0 | Religion |
+4 | Sleight of Hands |
+6 | Stealth |
+6 | Survival |
Weapon | Attack | Damage |
---|---|---|
Shortsword | 1d20+4+3 | 1d6+4 |
Damaged Shortsword | 1d20+4+3 | 1d6+4-2 |
Bonanza: Longbow | 1d20+4+3 | 1d8+4 |
Daggers (x2) | 1d20+4+3 | 1d4+4 |
Crocodile Tooth Dagger | 1d20+4+3 | 1d4+4 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
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
Weapon Secondary weapon Stance: Dual Wielding Common
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
None | Dex 8 |
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
None | 1d4 | Piercing | 5ft | Secondary weapon Stance: Dual Wielding |
Cost: 200
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.
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.
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.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Players Handbook Page 230
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: 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.
PHB
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.
Weapon Attack Damage | + 1d6 |
---|
PHB pg 231
1-level Divination (ritual)
For the duration, you sense the presence of magic within 30 feet of you. If you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
2-level Divination
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the Alarm spell, a Glyph of Warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Statblocks for your Trinkets, businesses, building, castles, empires.