+1 | Strength |
+4 | Dexterity |
+2 | Constitution |
+4 | Intelligence |
+5 | Wisdom |
+1 | Charisma |
+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 |
Quarterstaff | 1d20+3 | roll two-handed:1d8+1, roll one-handed:1d6+1 |
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Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
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
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 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
The statblocks of your class features
• (a) a greataxe or (b) any martial melee weapon • (a) two handaxes or (b) any simple weapon • An explorer’s pack and four javelins
Level | Proficiency | Bonus Features | Rages | Rage Damage |
---|---|---|---|---|
1st | +2 | Rage, Unarmored Defense | 2 | +2 |
2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 |
3rd | +2 | Primal Path | 3 | +2 |
4th | +2 | Ability Score Improvement | 3 | +2 |
5th | +3 | Extra Attack, Fast Movement | 3 | +2 |
6th | +3 | Path feature | 4 | +2 |
7th | +3 | Feral Instinct | 4 | +2 |
8th | +3 | Ability Score Improvement | 4 | +2 |
9th | +4 | Brutal Critical (1 die) | 4 | +3 |
10th | +4 | Path feature | 4 | +3 |
11th | +4 | Relentless Rage | 4 | +3 |
12th | +4 | Ability Score Improvement | 5 | +3 |
13th | +5 | Brutal Critical (2 dice) | 5 | +3 |
14th | +5 | Path feature | 5 | +3 |
15th | +5 | Persistent Rage | 5 | +3 |
16th | +5 | Ability Score Improvement | 5 | +4 |
17th | +6 | Brutal Critical (3 dice) | 6 | +4 |
18th | +6 | Indomitable Might | 6 | +4 |
19th | +6 | Ability Score Improvement | 6 | +4 |
20th | +6 | Primal Champion | Unlimited | +4 |
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 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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
PHB pg. 269
0-level (Cantrip) Conjuration
PHB pg. 266
0-level (Cantrip) Conjuration
Basic Rules , pg. 271
0-level (Cantrip) Evocation
PHB: P. 277
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerPHB pg. 212
1-level Enchantment
Player's Handbook 5e
1-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.