+0 | Strength |
+0 | Dexterity |
+0 | Constitution |
+0 | Intelligence |
+0 | Wisdom |
+0 | Charisma |
+1 | Acrobatics |
+2 | Animal Handling |
+0 | Arcana |
-1 | Athletics |
+1 | Deception |
+0 | History |
+2 | Insight |
+1 | Intimidation |
+0 | Investigation |
+4 | Medicine |
+0 | Nature |
+2 | Perception |
+1 | Performance |
+1 | Persuasion |
+0 | Religion |
+1 | Sleight of Hands |
+1 | Stealth |
+4 | Survival |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Adventuring Gear Common
A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a Bedroll or a coil of rope, to the outside of a backpack.
Cost: 2 gp Weight: 5 lb
DnD 5e SRD SRD
Melee Weapon Common [Finesse, Light]
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Slashing |
Cost: 25 gp Weight: 3 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
Dnd 5e SRD
Spellcasting Focus Uncommon
A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.
Cost: 5 GP Weight: 4 lb
The statblocks of your class features
you start with the following equipment in addition to the equipment granted from your background (a) a wooden shield or (b) any simple weapon (a) a scimitar or (b) any simple melee weapon leather armour, an explorers pack, and a druidic focus
Drawing on the divine essence of nature itself, you can cast spells to shape the essence to your will.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Keen Senses Fey Ancestry Trance Superior Darkvision Sunlight Sensitivity Drow Magic Drow Weapon Training
Languages. Common, Elvish, Underdark
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Conjuration
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your 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 increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
0-level (Cantrip) Transmutation
Whispering to the spirits of nature, you create one of the following effects within range:
1-level Transmutation
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
1-level Conjuration
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Statblocks for your Trinkets, businesses, building, castles, empires.