+4 | Strength |
+2 | Dexterity |
+4 | Constitution |
-1 | Intelligence |
+2 | Wisdom |
-1 | Charisma |
+2 | Acrobatics |
+2 | Animal Handling |
-1 | Arcana |
+4 | Athletics |
-1 | Deception |
-1 | History |
+2 | Insight |
-1 | Intimidation |
-1 | Investigation |
+2 | Medicine |
-1 | Nature |
+4 | Perception |
-1 | Performance |
+1 | Persuasion |
-1 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+4 | Survival |
Weapon | Attack | Damage |
---|---|---|
Longbow | 1d20+4 | 1d8+2 |
Shortsword | 1d20+4 | 1d6+2 |
Shortsword | 1d20+4 | 1d6+2 |
Scimitar | 1d20+4 | 1d6+2 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
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
Ranged Weapon Ammunition, Heavy, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | 150/600 ft | Ammunition, Heavy, Two-Handed |
Cost: 50 gp Weight: 2 lb
DnD 5e SRD SRD
Melee Weapon Finesse, Light Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Piercing | Finesse, Light |
Cost: 10 gp Weight: 2 lb
DnD 5e SRD SRD
Melee Weapon Common [Finesse, Light]
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Slashing |
Cost: 25 gp Weight: 3 lb
Player's Handbook, Wizards of the Coast, p. 150
Ammunition Common
Cost: 1 GP (5 CP per arrow) Weight: 1 lb. / 0.5 kg (0.05 lb. / 0.025 kg per arrow)
DnD 5e SRD SRD
Melee Weapon Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Slashing | 20/60 ft | Light, Thrown |
Cost: 5 gp Weight: 2 lb
DnD 5e SRD
Adventuring Gear Common
A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 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: 2gp Weight: 5lb
Adventuring Gear Common
Using a crowbar grants advantage to strength checks where the crowbar's leverage can be applied.
Cost: 2gp Weight: 5lb
Adventuring Gear Common
This one-handed hammer with an iron head is useful for pounding pitons into a wall.
Cost: 1gp Weight: 3lbs
Adventuring Gear Common
When a wall doesn’t offer handholds and footholds, you can make your own. A piton is a steel spike with an eye through which you can loop a rope.
Cost: 5cp Weight: 1/4lb
SRD
Adventuring Gear Common
A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Cost: 1 SP Weight: 10
PHB, page 153. Available in the SRD.
Adventuring Gear Varies
This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.
Cost: 5 sp Weight: 1 lb
Adventuring Gear Common
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Cost: 5 sp Weight: 2 lb
PHB, page 153. Available in the SRD.
Adventuring Gear Varies
A waterskin can hold up to 4 pints of liquid.
Cost: 2 sp Weight: 5 lbs
PHB, page 153. Available in the SRD.
Adventuring Gear Varies
Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Cost: 1 gp Weight: 10 lbs
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
The default Human gains no additional features. (Variant): You gain proficiency in one Skill of your choice. You gain one Feat of your choice.
Languages. Common, One Language of your choice
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Abjuration
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
1-level Abjuration
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile
Statblocks for your Trinkets, businesses, building, castles, empires.