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Monty

Druid/Barbarian 2/1 Class & Level
Outlander Background
Wood Elf Race
Neutral Good Alignment

Strength 13
+1
Dexterity 18
+4
constitution 15
+2
intelligence 15
+2
wisdom 16
+3
charisma 13
+1
Total Hit Dice 3
Hit Die
1d12+2
+2 proficiency bonus
+1 Strength
+4 Dexterity
+2 Constitution
+4 Intelligence
+5 Wisdom
+1 Charisma
saving throws
+4 Acrobatics
+5 Animal Handling
+2 Arcana
+3 Athletics
+1 Deception
+2 History
+3 Insight
+1 Intimidation
+2 Investigation
+3 Medicine
+4 Nature
+5 Perception
+1 Performance
+1 Persuasion
+2 Religion
+4 Sleight of Hands
+4 Stealth
+5 Survival
skills Acrobatics, Animal Handling, Athletics, Nature, Perception, Survival, Intelligence Saving Throws, Wisdom Saving Throws proficiencies

 
16
Armor Class
29
Hit Points
+4
Initiative
7
Speed
Quarterstaff 1d20+3 roll two-handed:1d8+1, roll one-handed:1d6+1
Attacks
long sword, short sword, short bow, longbow, Light armor, medium armor, shields, Clubs, daggers, darts, javelins, maces, quarter staffs, scimitars, sickles, slings, spears, Herbalism kit, Violin
Proficiences
Quarterstaff, Leather Armor, Explorer’s Pack, Hunting Trap, Mammoth's Horn
Equipment
Darkvision, Keen Senses, Fey Ancestry, Cantrip, Extra Language, Elf Weapon Training, Fleet of Foot, Mask of the Wild, Wanderer
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD

Hunting Trap

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


 

DnD 5e SRD SRD

Quarterstaff

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Bludgeoning Versatile

Cost: 2 sp Weight: 4 lb


 

Dnd 5e SRD SRD

Leather Armor

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


 

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 lb


 

The statblocks of your class features

Barbarian


Hit Points

Hit Dice: d12 per Barbarian level
Hit Points at first Level: 12 + Con Mod
Hit Points at Higher Levels: 1d12 + Con Mod

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Str, Con
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Class Features

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:   • You have advantage on Strength checks and Strength saving throws.   • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column o f the Barbarian table.   • You have resistance to bludgeoning, piercing, and slashing damage.   If you are able to cast spells, you can’t cast them or concentrate on them while raging.   Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.   Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.  

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.  

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.  

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.  

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.  

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.   Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.  

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.  

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous w ounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.   Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.  

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.  

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place o f the total.  

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.


Starting Equipment

• (a) a greataxe or (b) any martial melee weapon   • (a) two handaxes or (b) any simple weapon   • An explorer’s pack and four javelins


Subclass Options

Path of the Beserker

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration o f your rage you can make a single melee weapon attack as a bonus action on each o f your turns after this one. When your rage ends, you suffer one level of exhaustion.  

Mindless Rage

Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.  

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet o f you. If the creature can see or hear you, it must succeed on a W isdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration o f this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.   If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.  

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature.  

Path of the Lunatic

Shattered Soul

At 3rd level when you select this path, you gain resistance to psychic damage. Additionally, it is not entirely clear if you are actually carrying a weapon or not; those around you aren't entirely sure if your weapons are real, or if your hands are empty when you attack. While raging, you may have your weapon deal psychic damage instead of its normal damage type.  

Astral Impressions

Your insanity allows you to see the emotional imprints of people, creatures, and objects. At 6th level, while raging or by willingly becoming insane for 1 minute, you gain the ability to sense the emotions of creatures and emotionally charged objects or sites that you can see in the Material Realm or Border Ethereal plane. This emotional sense is usually limited to a word or short phrase: “rage,” “betrayal,” “grief for her child,” “joy,” and “relief at escaping” are common examples. For objects to be sensed, they must carry a strong emotional impression, such as from being wielded or held by a creature of intense and consistent emotion, such as a dragon’s greed embodied in a particularly prized object, a warlord’s flame of glory distilled into her sword or a monster’s xenophobia encapsulated in one of its magical protections.   You may use this ability to attempt to perceive emotional creatures or objects you cannot see on the Material Plane or in the Border Ethereal. As a bonus action while raging or as an action you may take while insane, you can search for emotions within 30 feet of you. You can’t detect constructs, emotionless creatures (such as mindless undead), or any creature with a Charisma of 3 or lower using this ability. While raging, you may add your proficiency bonus to damage rolls made against creatures and objects perceived in this way.  

Cursed Prophecy

While mists of madness swirl through your mind, they part the mists of temporal and planar boundaries, and you gain glimpses of the future, of far realms, and of the long distant past swirled together with your own memories and emotions. Starting at 10th level, at the end of your rage, you may cast the spell contact other plane. These visions are intelligible to you and you alone; however, when describing your visions to anyone else or when writing them down, you may only use words that have little or no relation to what you saw, and the sentences you use should be garbled and cryptic.   For example, if you learn about the location of an ancient magical item of great power, you might describe what you saw exclusively in anatomical terms: “a heart beating under the mountain’s skin, near the weeping eyes of the sky and sea!” – or in mythological analogy: “I saw Ares dive into the bloody mouth of Scylla’s seventh head, and smelt her heart into a needle of light while she vomited stone and flame.” You may not use this feature again until the end of a long rest.  

Insane Reality

At 14th level, your insanity becomes so intense that it blurs the line between the world of physical reality and dreams. Your strikes can now hit incorporeal beings and beings in the Border Ethereal that you can perceive. Also, you may speak and interact with these creatures as if you were on the same plane, though your physical form remains on the Material Plane. While insane, you may take actions to interact with these creatures, including movement.  

Path of the Storm Herald

Storm Aura

Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.   Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert or sea. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.   If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.   Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.   Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.  

Storm Soul

At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.   Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.   Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.  

Raging Storm

At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.   Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.   Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.  
 


LevelProficiencyBonus FeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Primal Path3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4

Statblocks for your familiars, mounts etc.

SRD

Dire Wolf

Large beast, unaligned
Armor Class 14
Hit Points 37 5d10+10
Speed 50ft

STR
17 +3
DEX
15 +2
CON
15 +2
INT
3 -4
WIS
12 +1
CHA
7 -2

Skills Perception +3 , Stealth +4
Senses passive Perception 13
Challenge 1 (200 XP)


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.


Actions

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.


 
SRD

Cat

Tiny beast, unaligned
Armor Class 12
Hit Points 2 1d4
Speed 40ft Climb: 30ft

STR
3 -4
DEX
15 +2
CON
10 0
INT
3 -4
WIS
12 +1
CHA
7 -2

Skills Perception +3 , Stealth +4
Senses passive Perception 13
Challenge 0 (10 XP)


Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.


Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.


 
SRD

Mammoth

Huge beast, unaligned
Armor Class 13
Hit Points 126 11d12+55
Speed 40ft

STR
24 +7
DEX
9 -1
CON
21 +5
INT
3 -4
WIS
11 0
CHA
6 -2

Senses passive Perception 10
Challenge 6 (2,300 XP)


Trampling Charge. If the mammoth moves at least 20 feet straight forward toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.


Actions

Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 4d8+7 piercing damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone target. Hit: 29 4d10+7 bludgeoning damage.


 

A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subartic to subtropical.

Any

SRD

Saber-Toothed Tiger

Large beast, unaligned
Armor Class 12
Hit Points 57 7d10+14
Speed 30ft

STR
18 +4
DEX
14 +2
CON
15 +2
INT
3 -4
WIS
12 +1
CHA
8 -1

Skills Perception +3 , Stealth +6
Senses passive Perception 13
Challenge 2 (450 XP)


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 and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strenght saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 1d10+5 piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 2d6+5 slashing damage.


 
SRD

Giant Scorpion

Large beast, unaligned
Armor Class 15
Hit Points 52 7d10+14
Speed 40ft

STR
15 +2
DEX
13 +1
CON
15 +2
INT
1 -5
WIS
9 -1
CHA
3 -4

Senses blindsight 60 ft., passive Perception 9
Challenge 3 (700 XP)


Actions

Multiattack. The scorpion makes three attacks: two with its calws and one with its sting.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 1d8+2 bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 1d10+2 piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 4d10 poison damage on a failed save, or half as much damage on a successful one.


 
SRD

Ape

Medium beast, unaligned
Armor Class 12
Hit Points 19 ( 3d8+6 )
Speed 30ft Climb: 30ft

STR
16 +3
DEX
14 +2
CON
14 +2
INT
6 -2
WIS
12 +1
CHA
7 -2

Skills Athletics +5 , Perception +3
Senses passive Perception 13
Challenge 1/2 (100 XP)


Actions

Multiattack. The ape makes two fist attacks.
  Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 ( 1d6+3 ) bludgeoning damage.
  Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 ( 1d6+3 ) bludgeoning damage.


 
SRD

Panther

Medium beast, unaligned
Armor Class 12
Hit Points 13 3d8
Speed 50ft Climb: 40ft

STR
14 +2
DEX
15 +2
CON
10 0
INT
3 -4
WIS
14 +2
CHA
7 -2

Skills Perception +4 , Stealth +6
Senses passive Perception 14
Challenge 1/4 (50 XP)


Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the panther 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 12 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.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 1d6+2 piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 1d4+2 slashing damage.


 
SRD

Tiger

Large beast, unaligned
Armor Class 12
Hit Points 37 5d10+10
Speed 40ft

STR
17 +3
DEX
15 +2
CON
14 +2
INT
3 -4
WIS
12 +1
CHA
8 -1

Skills Perception +3 , Stealth +6
Senses darkvision 60 ft., passive Perception 13
Challenge 1 (200 XP)


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.


Actions

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.


 
SRD

Lion

Large beast, unaligned
Armor Class 12
Hit Points 26 ( 4d10+4 )
Speed 50ft

STR
17 +3
DEX
15 +2
CON
13 +1
INT
3 -4
WIS
12 +1
CHA
8 -1

Skills Perception +3 , Stealth +6
Senses passive Perception 13
Challenge 1 (100 XP)


Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't incapacitated.
Pounce. If the lion moves at least 20 feet straight toward a creature and 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 lion can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 ( 1d8+3 ) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 ( 1d6+3 ) slashing damage.


 
SRD

Riding Horse

Large beast, unaligned
Armor Class 10
Hit Points 13 2d10+2
Speed 60ft

STR
16 +3
DEX
10 0
CON
12 +1
INT
2 -4
WIS
11 0
CHA
7 -2

Senses passive Perception 10
Challenge 1/4 (50 XP)


Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 2d4+3 piercing damage.


 

Statblocks for race/species of the character.

Wood Elf

Ability Score Increase +2 Dex, +1 Wis
Size Medium
Speed 35ft.

Age: Elves reach physical maturity when they reach their late teens to early twenties. But considering their long lifespans of multiple centuries they consider reaching mental maturity when the've ventured out beyond their home lands. Most Elves claim to reach this when they're around 100 years old.   Size: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.   Darkvision: When you're in dim light as an Elf you can see for 60ft. as if it was in bright light and in darkness as if it were dimly light. You can't discern colors in darkness only shades of grey.   Keen Senses: As an Elf you gain proficiency in perception checks.   Fey Ancestry: you have advantage on saving throws against being and charmed and magic is unable to put you to sleep.   Trance: Elves get a special ability where they don't need to sleep, instead they can go into a meditative state where they're semiconscious. This state is most commonly referred to, by most non-elf races, as a "trance". When an Elf is in this "trance" for 4 hours they gain the same benefits as human sleeping for 8 hours.   Elf Weapon Training: You have proficiency with Longswords/bows and Shortswords/bows   Fleet of Foot: As a nimble wood elf you're faster then other elves, making you're base walking speed 35ft.   Mask of the Wild: You can make an attempt to hide even where you're only lightly obscured by natural phenomena, eg: foliage, heavy rain, falling snow, mist, etc.

Languages. Common, Elvisch

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB pg. 269

Produce Flame

0-level (Cantrip) Conjuration

Casting Time: 1 Action
Range/Area: Self
Components: V, S
Duration: 10 Minutes
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor you equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
At higher levels: This spell's damage increase by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Druid

PHB pg. 266

Poison Spray

0-level (Cantrip) Conjuration

Casting Time: 1 Action
Range/Area: 10 Feet
Components: V, S
Duration: Instantaneous
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At higher levels: This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Available for: Druid, Sorcerer, Warlock, Wizard

Basic Rules , pg. 271

Ray of Frost

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 60ft
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.   Ranged Spell Attack | 1d8 | Cold Damage
At higher levels: The spell's damage increases by 1d8 when you reach 5th level 2d8 , 11th level 3d8 , and 17th level 4d8 .
Available for: Sorcerer, Wizard, Artificer

Level 1 Spells

PHB: P. 277

Speak with Animals

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration.
The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.
Available for: Bard, Druid, Ranger

PHB pg. 212

Animal Friendship

1-level Enchantment

Casting Time: 1 Actioin
Range/Area: 30 Feet
Components: V, S, M
Materials: A morsel of food
Duration: 24 Hours
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Available for: Bard, Druid, Ranger

Player's Handbook 5e

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15 ft. cube)
Components: V, S
Duration: Instantaneous
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: 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.
Available for: Bard, Sorcerer, Druid, Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.


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Yoav135.

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