+2 | Strength |
+0 | Dexterity |
+1 | Constitution |
+0 | Intelligence |
+9 | Wisdom |
+2 | Charisma |
+0 | Acrobatics |
+5 | Animal Handling |
+0 | Arcana |
+2 | Athletics |
-2 | Deception |
+0 | History |
+10 | Insight |
-2 | Intimidation |
+0 | Investigation |
+10 | Medicine |
+5 | Nature |
+5 | Perception |
-2 | Performance |
-2 | Persuasion |
+0 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+7 | Survival |
Everburning Torch Spear | 1d20+5 | 1d8+2 |
---|---|---|
Javelins | 1d20+5 | 1d6+2 |
Ritual Dagger | 1d20+5 | 1d4+2 |
Primal Savagery | 1d20+10 | 3d10 Acid Damage |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Redback Campaign
Weapon
Rare none
This spear acts as a normal spear but emits light as the Everburning Torch spell.Type | Damage | Damage | Range |
---|---|---|---|
None | 1d8 | Piercing | 20/60ft |
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 SRD
Melee Weapon Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Piercing | 30/120 ft | Thrown |
Cost: 5 sp Weight: 2 lb
DnD 5e SRD SRD
Melee Weapon Finesse, Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Piercing | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 lb
The statblocks of your class features
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Spell Level | Totems Crafted |
---|---|---|---|---|---|---|---|
1st | +2 | Totem Magic, Primordial, Spirit Guide | 3 | 3 | 1 | 1st | |
2nd | +2 | Totems | 3 | 4 | 2 | 1st | 2 |
3rd | +2 | Totemic Specialty | 3 | 5 | 2 | 2nd | 2 |
4th | +2 | Ability Score Improvement | 4 | 6 | 2 | 2nd | 2 |
5th | +3 | 4 | 7 | 3 | 3rd | 3 | |
6th | +3 | Archetype Feature | 4 | 8 | 3 | 3rd | 3 |
7th | +3 | Spirit Walk | 4 | 9 | 3 | 4th | 4 |
8th | +3 | Ability Score Improvement | 4 | 10 | 3 | 4th | 4 |
9th | +4 | 4 | 11 | 3 | 5th | 5 | |
10th | +4 | Archetype Feature | 5 | 12 | 3 | 5th | 5 |
11th | +4 | Spiritual Awakening (6th level) | 5 | 12 | 4 | 5th | 5 |
12th | +4 | Ability Score Improvement | 5 | 13 | 4 | 5th | 6 |
13th | +5 | Spiritual Awakening (7th level) | 5 | 13 | 4 | 5th | 6 |
14th | +5 | Archetype Feature | 5 | 14 | 4 | 5th | 6 |
15th | +5 | Spiritual Awakening (8th level) | 5 | 14 | 4 | 5th | 7 |
16th | +5 | Ability Score Improvement | 5 | 15 | 4 | 5th | 7 |
17th | +6 | Spiritual Awakening (9th level) | 5 | 15 | 5 | 5th | 7 |
18th | +6 | Archetype Feature | 5 | 16 | 5 | 5th | 8 |
19th | +6 | Ability Score Improvement | 5 | 16 | 5 | 5th | 8 |
20th | +6 | Totem Mastery | 5 | 16 | 5 | 5th | 8 |
You start with the following equipment, in addition to the equipment granted by your background: • (a) a spear or (b) any simple melee weapon • (a) 4 javelins or (b) a shortbow and 20 arrows • (a) leather armor, an explorer’s pack, and a totemic focus Alternatively, you can ignore the equipment here and in your background, and buy 5d4 × 10 gp worth of equipment from the equipment chapter in the core rules.
Damage Type | Effect |
---|---|
Acid | The target’s AC is reduced by 2 until the start of your next turn |
Cold | The target's speed is reduced by 10 feet until the end of its next turn |
Fire | The target takes an extra 1d6 fire damage |
Lightning | The target can't take reactions until the start of your next turn |
Thunder | The target is pushed up to 5 feet away from the totem and is deafened until the end of their next turn |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Powerful Build: Treated as Large for purposes of carry capacity and push/pull/drag weight
Any main class compatible except Paladin. Cleric should be Grave or Ancestor domains.
Recommended Starting Level 5
Any alignment except Chaotic Evil
Darkvision 60ft
6 Additional stat points at creation, no more than 3 on any one stat, does not count towards 27 point buy.
Languages. Orcish, Common
Statblocks for companions, followers and other allies.
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 [roll:1d10) fire damage. Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 1d6 fire damage (included in the attack). Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 1d8+3 bludgeoning damage, or 8 1d10+3 bludgeoning damage if used with two hands to make a melee attack, plus 3 1d6 fire damage.
Amorphous. The creature can move through a space as narrow as 1 inch wide without squeezing. False Appearance. While the creature remains motionless, it is indistinguishable from natural sand. Spider Climb. The elemental can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Pseudopod. Melee Weapon Attack: +4 to hit, 1d20+4 reach 10 ft., one target. bludgeoning damage plus acid damage. 2d6+2
Spit. When a sand spill that is Medium or larger is subjected to lightning or slashing damage, it splits into two new spills if it has at least 10 hit points. Each new spill has hit points equal to half the original spill's, rounded down. New spills are one size smaller than the original spill.
Elemental Nature. The elemental does not need to eat, breathe, or sleep. It does not need to rest, except to recover hit points. Stonemerge. The elemental can merge with earth or stone. It may move up to 50 ft. and reemerge (treat this as teleportation). In addition, the elemental may choose to remain merged with the earth/stone at the end of this movement. While merged it may not be seen or targeted by attacks. It may, and often will, use the ready action to reemerge and make an attack when a target or opponent comes within range. False Appearance. While the sand slip remains motionless, it is indistinguishable from an ordinary patch of sand. Deafened by Thunder. If the sand slip is damaged by thunder damage, it must succeed in a DC 12 Constitution save or be deafened from it. While deafened, it cannot use its Tremorsense. It may make a save at the end of each of its turns to remove this condition.
Multiattack. The sand slip may make two psudeopod attacks. Pseudopod. Melee Weapon Attack: +4 to hit 1d20+4 , reach 5 ft., one target. Hit: 5(1d6+2) 1d6+2 bludgeoning damage. On a critical hit the sand slip does an additional 4(1d6) 1d6 fire damage (friction burn).
Elemental Plane of Earth
Death Burst. When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 ( 2d6 ) fire damage on a failed save, or half as much damage on a successful one.
False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
Innate Spellcasting (1/Day). The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 ( 1d4+1 ) slashing damage plus 2 ( 1d4 ) fire damage. Fire Breath (Recharge 6). The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 ( 2d6 ) fire damage on a failed save, or half as much damage on a successful one.
Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 ( 2d6 ) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.
Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 ( 2d6 ) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the creature takes 3 ( 1d6 ) fire damage at the end of each of its turns.
Death Burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a DC 10 Dexterity saving throw, taking 4 ( 1d8 ) slashing damage on a failed save, or half as much damage on a successful one.
False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.
[
b]Innate Spellcasting (1/Day). The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 ( 1d4+1 ) slashing damage plus 2 ( 1d4 ) cold damage.
Frost Breath (Recharge 6). The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 ( 2d4 ) cold damage on a failed save, or half as much damage on a successful one.
Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.
Innate Spellcasting (1/Day). The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 ([roll:1d4+2}) slashing damage.
Blinding Breath (Recharge 6). The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Death Burst. When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.
Innate Spellcasting (1/Day). The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 ( 1d4 ) slashing damage plus 2 ( 1d4 ) fire damage.
Steam Breath (Recharge 6). The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 ( 1d8 ) fire damage on a failed save, or half as much damage on a successful one.
Death Burst. When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.
Cinder Breath (Recharge 6). The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit’s next turn.
Smoke mephits are crude, lazy creatures of air and fire that billow smoke constantly. They rarely speak the truth and love to mock and mislead other creatures.
Urban
Statblocks for your spells.
0-level (Cantrip) Abjuration
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
At higher levels: This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
0-level (Cantrip) Evocation
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
0-level (Cantrip) Transmutation
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
0-level (Cantrip) Transmutation
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
At higher levels: The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
0-level (Cantrip) Conjuration
1-level Transmutation
You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
1-level Evocation
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
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.
1-level Evocation
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: 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.
Xanathar's Guide to Everything
2-level Conjuration
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn’t pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
Elemental Evil Player's Companion , pg. 161
2-level Transmutation
3-level Evocation
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
3-level Evocation
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.
3-level Conjuration
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
3-level Conjuration
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
4-level Abjuration
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
4-level Conjuration
You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:
Player's Handbook
5-level Transmutation
After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.
The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
Player's Handbook
5-level Evocation
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.
Page: 15 from EE Players Companion
6-level Transmutation
Player's Handbook
7-level Evocation
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.
Statblocks for your Trinkets, businesses, building, castles, empires.