+3 | Strength |
+5 | Dexterity |
+2 | Constitution |
+5 | Intelligence |
+0 | Wisdom |
-2 | Charisma |
+2 | Acrobatics |
+3 | Animal Handling |
+2 | Arcana |
+3 | Athletics |
-2 | Deception |
+5 | History |
+0 | Insight |
-2 | Intimidation |
+2 | Investigation |
+3 | Medicine |
+2 | Nature |
+3 | Perception |
-2 | Performance |
-2 | Persuasion |
+2 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+3 | Survival |
+1 Longsword | 1d20+7 | 1d8+4 |
---|---|---|
Longbow | 1d20+6 | 1d8+3 |
Dagger | 1d20+6 | 1d4+3 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 / 1d10 | Slashing | Versatile |
Cost: 15 gp Weight: 3 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, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Piercing | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 lb
DnD 5e SRD SRD
Light Armor Common
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 12 + Dex Modifier |
Cost: 45 gp Weight: 13 lb
DnD 5e SRD SRD
Shield Common
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Shield | +2 |
Cost: 10 gp Weight: 6 lb
dnd 5e
Generic Variant Common
10 use's automatic succes on Medicine only for stabilizing
Cost: 5gp Weight: 3lb
The statblocks of your class features
Landscape Feat: At 1st level, you gain an extra feat that you can change based on the environment around you. Whenever you complete a long rest, you may change one of your landscape feats to one that matches the landscape you are currently in. Your chosen feat continues to work even if you move out of the associated landscape. At level 9, you get a second landscape feat.
You start with the following equipment, in addition to the equipment granted by your background: (a) a scimitar or (b) a shortsword (a) a dagger or (b) a whip (a) a diplomat’s pack or (b) an explorer’s pack Leather armor A map of the local area 3d6 x 10 GP
Level | XP | Proficiency Bonus | Abilities |
---|---|---|---|
1 | 0 | +2 | Landscape Feat & Silent Speaker |
2 | 300 | +2 | Stoic Teacher & Frontier Medicine |
3 | 900 | +2 | Wayfinder Vocation |
4 | 2700 | +2 | Ability Score Improvement |
5 | 6500 | +3 | Multi Attack |
6 | 14000 | +3 | Subclass Option |
7 | 23000 | +3 | Rugged Endurance & Improved Stoic Teacher |
8 | 34000 | +3 | Ability Score Improvement |
9 | 48000 | +4 | Second Landscape Feat |
10 | 64000 | +4 | Fight Dirty |
11 | 85000 | +4 | Subclass Option |
12 | 100000 | +4 | Ability Score Improvement |
13 | 120000 | +5 | Reliable Talent |
14 | 140000 | +5 | Improved Stoic Teacher |
15 | 165000 | +5 | Just a Scratch |
16 | 195000 | +5 | Ability Score Improvement |
17 | 225000 | +6 | Improved Rugged Endurance |
18 | 265000 | +6 | Subclass Option |
19 | 305000 | +6 | Ability Score Improvement |
20 | 355000 | +6 | Seen it All |
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
Statblocks for your familiars, mounts etc.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 2d4+3 piercing damage.
Statblocks for race/species of the character.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see to dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Keen Senses.You have proficiency in the Perception skill. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The common word for such meditation is "trance.") While meditatiog, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Elf Weapon Training. You have proficiency with the longsword, shortsword, longbow, and shortbow. Cantrip. You know one Cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Languages. Reikspeil (Common), Eltharin (Elven), one extra language of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Statblocks for your Trinkets, businesses, building, castles, empires.