+0 | Strength |
+1 | Dexterity |
+2 | Constitution |
+3 | Intelligence |
+5 | Wisdom |
+2 | Charisma |
+1 | Acrobatics |
+5 | Animal Handling |
+0 | Arcana |
+3 | Athletics |
+2 | Deception |
+0 | History |
+2 | Insight |
+2 | Intimidation |
+0 | Investigation |
+2 | Medicine |
+0 | Nature |
+5 | Perception |
+2 | Performance |
+2 | Persuasion |
+0 | Religion |
+1 | Sleight of Hands |
+1 | Stealth |
+5 | Survival |
Weapon/Spell | Attack | Damage | Notes |
---|---|---|---|
Thorn Staff | 1d20+4 | 1d6 ( 1d8 ) Bludgeoning | Versatile |
Thorn Staff (w/ Shillelagh) | 1d20+6 | 1d6+2 ( 1d8+2 ) Bludgeoning | Versatile |
Thorn Staff Tendril Attack | 1d20+4 | 1d8 Piercing | Can make three attacks - 30ft range |
Lightbringer | 1d20+5 | 1d6+1 Bludgeoning | Deals 1d6 Radiant damage to undead while glowing |
Scimitar | 1d20+5 | 1d6+1 Slashing | Finesse |
Breath Attack | DC14 Dexterity | 4d6 Fire | 15ft Cone |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Very Rare
Versatile
Cut from a long straight limb of a yew tree, this initially unremarkable quarterstaff was imbued with magical power by the archdruid Reidoth. Thick thorned tendrils coil along the length of the staff. At will, these wielder can cause these tendrils to whip forward, piercing into the flesh of nearby targets and potentially dragging them closer to the druid.
Level | Range | Number of Attacks | Damage per Attack |
---|---|---|---|
1-4 | 30ft | 1 | 1d6 Piercing |
5-9 | 30ft | 2 | 1d6 Piercing |
10-16 | 40ft | 3 | 1d8 Piercing |
17-20 | 50ft | 4 | 1d8 Piercing |
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 / (1d8) | Bludgeoning | 5ft |
Weight: 5lb
Weapon
Very Rare
This mace was one of the last items created in the Forge of Spells. It was commissioned for a senior Champion of Lathander. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 | Bludgeoning | 5ft |
Weight: 8lb
Wondrous Item Very Rare
The Blink Dog Totem is a polished canine skull, hanging on a rough leather strap.
Wondrous Item
Legendary Requires Attunement
The Wardens Heart is an amulet made polished granite, inset with an onyx and carved with druidic symbols.
Ancient druids sometimes sacrificed their humanity to become Wardens of the Green. As Wardens they underwent a mystical ritual to transform their flesh to stone - providing unparalleled protection against damage. They also required sunlight to keep them active - being kept in darkness for too long would result in them petrifying totally. Their appearance unsettled normal humans, leading must Wardens to abandon civilisation and wander the wilds.
When worn by a druid, the amulet immediately but painlessly bonds to the wearer's skin.
Weight: 1lb
DnD 5e SRD SRD
Melee Weapon Common [Finesse, Light]
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Slashing |
Cost: 25 gp Weight: 3 lb
Armor (Medium)
Rare
Non-metallicA custom armour set comprising a leather undercoat covered with interlocking hardwood scales. Crafted by Raven Cathloy of Blazing Glory in Neverwinter.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Medium | 14 + Dexterity Modifier (Max 2) | N/A | No |
Weight: 35lb
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Transmutation
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
PHB
0-level (Cantrip) Transmutation
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of the melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
PHB
0-level (Cantrip) Transmutation
Whispering to the spirits of nature, you create one of the following effects within range:
PHB
1-level Evocation
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. this spell has no effect on undead o constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
1d8 + Spellcasting Ability modifier | Healing |
---|
PHB, page 246
1-level Transmutation
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
PHB
2-level Abjuration
A veil of shadows a nd silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Dexterity (Stealth) Bonus | +10 |
---|
2-level Enchantment (ritual)
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
At higher levels: If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
3-level Conjuration
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
3-level Abjuration
Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.
3-level Conjuration
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
3-level Conjuration
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).
When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10 .
At higher levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
4-level Enchantment
You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At higher levels: When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.
Statblocks for your Trinkets, businesses, building, castles, empires.