+2 | Strength |
+1 | Dexterity |
+2 | Constitution |
+2 | Intelligence |
+5 | Wisdom |
+3 | Charisma |
+1 | Acrobatics |
+5 | Animal Handling |
+0 | Arcana |
+2 | Athletics |
+3 | Deception |
+2 | History |
+3 | Insight |
+3 | Intimidation |
+0 | Investigation |
+3 | Medicine |
+2 | Nature |
+3 | Perception |
+3 | Performance |
+5 | Persuasion |
+0 | Religion |
+1 | Sleight of Hands |
+1 | Stealth |
+5 | Survival |
Shillelagh | 1d20+5 | 1d8+3 |
---|---|---|
Unarmed Strike | 1d20 | [3] |
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
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
Adventurers often don't know where they're going to sleep. Bedrolls help them get better sleep in haylofts or on the ground. A bedroll is bedding and a blanket thin enough to be rolled up and tied.
Cost: 1 gp Weight: 7 lb
DnD 5e SRD
Adventuring Gear Common
This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
Cost: 2sp Weight: 1lb
DnD 5e SRD
Adventuring Gear Common
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Cost: 5sp Weight: 2lb
DnD 5e SRD
Adventuring Gear Common
Rope, has 2 hit points and can be burst with a DC 17 Strength check.
Cost: 1gp Weight: 10lb
DnD 5e SRD
Adventuring Gear Common
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: 5sp Weight: 1lb
DnD 5e 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: 1cp Weight: 1lb
DnD 5e SRD
Adventuring Gear Common
A waterskin can hold 4 pints of liquid.
Cost: 2sp Weight: 5lb
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.
A subclass of the barbarian, the Grappler has a number of wrestling styled moves available to them for use instead of weapons.
Barbarian Equipment
None
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Don’t get sentimental. A beast is a tool. Our role is to find the right tool for the task and to make sure they’re of the finest quality. Nature is our kingdom; never forget that we were born to rule it. —Dalin d’VadalisThe Mark of Handling gives its bearer a primal connection to beasts and the natural world, granting the power to calm and coax. This extends beyond purely natural animals; the mark allows its bearer to guide a hippogriff as easily as a horse. House Vadalis
Spell Level | Spells |
---|---|
1st | animal friendship, speak with animals |
2nd | beast sense, calm emotions |
3rd | beacon of hope, conjure animals |
4th | aura of life, dominate beast |
5th | awaken |
Statblocks for companions, followers and other allies.
Statblocks for your spells.
1-level Abjuration
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
PHB pg. 212
1-level Enchantment
PHB: P. 224
4-level Enchantment
PHB: P. 230
1-level Evocation
PHB: P. 234
4-level Enchantment
PHB: P. 249
4-level Illusion
PHB: P. 256
4-level Divination
4-level Transmutation
Elemental Evil Player's Companion
2-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.