+1 | Strength |
+2 | Dexterity |
+3 | Constitution |
+3 | Intelligence |
+4 | Wisdom |
+2 | Charisma |
+2 | Acrobatics |
+5 | Animal Handling |
+3 | Arcana |
+1 | Athletics |
+2 | Deception |
+3 | History |
+4 | Insight |
+2 | Intimidation |
+3 | Investigation |
+5 | Medicine |
+3 | Nature |
+4 | Perception |
+2 | Performance |
+2 | Persuasion |
+3 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+4 | Survival |
quarterstaff | 1d20+2 | one handed 1d6+1 two handed 1d8+1 |
---|---|---|
+1 silver dagger | 1d20+3 | 1d6+2 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 / 1d8 | Bludgeoning | Versatile |
Cost: 2 sp Weight: 4 lb
Weapon Intelligent Blade This dagger was specially made for the Second Moon of Winter ritual. After centuries of use, the latent magic from ritual has bled into its metal. This is not a weapon used for fighting, but if it is used in this manner the following will happen: Upon a hit:
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple Melee | 1d6+1 | None | Intelligent Blade
This dagger was specially made for the Second Moon of Winter ritual. After centuries of use, the latent magic from ritual has bled into its metal.
This is not a weapon used for fighting, but if it is used in this manner the following will happen:
Upon a hit:
|
Weight: 1 lbs
The statblocks of your class features
Some tribal societies or less sophisticated regions don’t have the resources to train wizards and clerics. Reflecting a lesser knowledge of magic yet an intriguing combination of arcane and divine skills, the adept serves these cultures as both wise woman (or holyman) and mystical defender.Adepts can be found in isolated human, elf, dwarf, gnome, and halfling communities but are most prevalent among more bestial humanoid and giant species such as orcs, goblins, gnolls, bugbears,and ogres.
Starting Gear 2d4 × 10 gp worth of equipment.
NPC Level | Proficiency Bonus | Features | Cantrips Known | 1st Level Spells slots | 2nd Level Spell Slots | 3rd Level Spell Slots | 4th Level Spell Slots | 5th Level Spell Slot |
---|---|---|---|---|---|---|---|---|
1st | 0 | 3 | 1 | |||||
2nd | +1 | Find Familiar | 3 | 1 | ||||
3rd | +1 | 3 | 2 | |||||
4th | +1 | Ability Score Increase | 3 | 2 | 1 | |||
5th | +2 | 3 | 2 | 1 | ||||
6th | +2 | 3 | 2 | 1 | ||||
7th | +2 | 3 | 3 | 2 | ||||
8th | +3 | Ability Score Increase | 3 | 3 | 2 | 1 | ||
9th | +3 | 3 | 3 | 2 | 1 | |||
10th | +3 | 3 | 3 | 2 | 1 | |||
11th | +3 | 3 | 3 | 3 | 2 | |||
12th | +4 | Ability Score Increase | 3 | 3 | 3 | 2 | 1 | |
13th | +4 | 3 | 3 | 3 | 2 | 1 | ||
14th | +4 | 3 | 3 | 3 | 2 | 1 | ||
15th | +5 | 3 | 3 | 3 | 3 | 2 | ||
16th | +5 | 3 | 3 | 3 | 3 | 2 | 1 | |
17th | +5 | 3 | 3 | 3 | 3 | 2 | 1 | |
18th | +6 | Ability Score Increase | 3 | 3 | 3 | 3 | 2 | 1 |
19th | +6 | 3 | 3 | 3 | 3 | 3 | 2 | |
20th | +6 | 3 | 3 | 3 | 3 | 3 | 2 | |
This is a kit to be used with sorcerer or divine classes. These benefits will be gained on top of any class features in the base class.
Empaths have special knack when it comes to understanding people's motives. Those who hone their gift can even sway people's feelings and hold other's to their will.
All spell like abilities use the charisma modifier Spell Save DC: 10+ your proficiency bonus + your charisma modifier Caster level is based on base class/es that utilize divine or arcane magic.
This is a kit. DM discretion.This is made for the adept character in this campaign.
Statblocks for your familiars, mounts etc.
Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 1d6 slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+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 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.
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: +3 to hit, reach 5 ft., one target. Hit: 5 1d6+2 piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 1d6+2 slashing damage.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
1-level Conjuration (ritual)
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. At your DM's choice, the options of an almiraj, a flying monkey, or a tressym may be available. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
3-level Transmutation
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Statblocks for your Trinkets, businesses, building, castles, empires.
Scroll 2 Evocation Casting Time: 1 action Range: Touch Components: V S Duration: Instantaneous Classes: Bard, Cleric, Druid, Paladin, Ranger A creature you touch regains a number of hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. This scroll was enchanted using a second level spell slot Rare
Dungeon Master's Guide 5th Edition
Potion
Ingredients (Luna Moth Wing and Vampire Dust)
UncommonYou regain 4d4+4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Cost: 50gp Weight: 0.5lb
Wondrous Item
Very Rare Divine (Nature)
When the Goddess's Idol is picked up a number of small, tinkling, floating points of light shine forth from its green glass. The number of lights represents the Goddess's favor that she will grant you. This is only usable by those who worship mother nature. The magic is very fickle. You merely make your request to the Mother and she will grant it. The way in which she grants it is up to the Goddess.A small, glass figurine with the outline of a female.
Wondrous Item
Rare Evocation
Staff
Very Rare Requires Attunement
Made out of a white wood, long polished by tens of generations. This staff has been loving passed down through Nyx's family. Each inheritor has carved the likeness of a rare and powerful beast along its shaft. Among the carving, small stones and pieces of shell have been laid. This is no weapon.
This family heirloom grants those with the correct ancestry a range of abilities too vast to account. Each inheritor carved the likeness of a different beast of land, sea, or sky into the pale fibers of this staff. Once this was done the staff has soaked in all of their skills and experiences. In times of need the staff will aid the child of those men and women who lived before her.
This is a +1 staff that can be used as a spell focus.