+0 | Strength |
+0 | Dexterity |
+0 | Constitution |
+0 | Intelligence |
+0 | Wisdom |
+0 | Charisma |
+0 | Acrobatics |
+0 | Animal Handling |
+0 | Arcana |
+0 | Athletics |
+0 | Deception |
+0 | History |
+0 | Insight |
+0 | Intimidation |
+0 | Investigation |
+0 | Medicine |
+0 | Nature |
+0 | Perception |
+0 | Performance |
+0 | Persuasion |
+0 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+0 | Survival |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 ( 1d4+2 ) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 ( 1d4+2 ) bludgeoning damage.
Statblocks for race/species of the character.
Fey Ancestry Skill Versatility Darkvision (one from your elf parent if you check with me first)
Languages. Common, Elvish, one of your choice
Racial Abilities Humans have a knack for picking up new talents. As you level, you have the ability to gain proficiency in many more skills. At 3rd Level: gain proficiency in one Skill, or one tool of your choice. Additionally, gain expertise in one skill or tool that you are already proficient in (it cannot be the skill you have just chosen). At 10th Level: gain proficiency in two skills, or tools (you may pick one tool and one skill). Additionally, gain expertise in one skill, or tool, that you are already proficient in (it cannot be a skill you have just chosen). At 18th Level: gain expertise in two skills or tools (you may pick one tool and one skill).
Languages. Common and one Language of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
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.
Statblocks for your Trinkets, businesses, building, castles, empires.