+5 | Strength |
+5 | Dexterity |
+1 | Constitution |
+0 | Intelligence |
+2 | Wisdom |
+1 | Charisma |
+5 | Acrobatics |
+2 | Animal Handling |
+0 | Arcana |
+5 | Athletics |
+1 | Deception |
+0 | History |
+2 | Insight |
+1 | Intimidation |
+2 | Investigation |
+2 | Medicine |
+0 | Nature |
+4 | Perception |
+1 | Performance |
+1 | Persuasion |
+0 | Religion |
+3 | Sleight of Hands |
+3 | Stealth |
+4 | Survival |
Shortsword | 1d20+5 | 1d6+3 |
---|---|---|
Oathbow | 1d20+5 | 1d8+8+2d6againstswornenemy |
Rapier | 1d20+5 | 1d8+3 |
Warhammer | 1d20+5 | 1d8+3/1d10+3two-handed |
Breath Weapon | [DEX Save CON] | 2d6/fail:half |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
https://www.dndbeyond.com/magic-items/oathbow
Weapon Ammunition, Heavy, Range, Two-Handed Very Rare (this item requires attunement)
When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Ranged | 1d8+5 / 3d6 Against Sworn Enemy | Piercing | 150ft./600ft. | Ammunition, Heavy, Range, Two-Handed |
Weight: 2lb
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 Finesse Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | Finesse |
Cost: 25 gp Weight: 2 lb
DnD 5e SRD SRD
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 / 1d10 | Bludgeoning | Versatile |
Cost: 15 gp Weight: 2 lb
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
When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Cost: 5gp Weight: 25lbs
The statblocks of your class features
• (a) scale mail or (b) leather armor
• (a) two shortswords or (b) two simple melee weapons
• (a) a dungeoneer's pack or (b) an explorer's pack
• A longbow and a quiver of 20 arrows
Ranger Level | Spells |
---|---|
3rd | create or destroy water |
5th | see invisibility |
9th | haste |
13th | giant insect |
17th | insect plague |
Level | Proficiency Bonus | Spells Known | 1st | 2nd | 3rd | 4th | 5th | Features |
---|---|---|---|---|---|---|---|---|
1st | +2 | - | - | - | - | - | - | Favored Enemy, Natural Explorer |
2nd | +2 | 2 | 2 | - | - | - | - | Fighting Style, Spellcasting |
3rd | +2 | 3 | 3 | - | - | - | - | Ranger Archetype, Primeval Awareness |
4th | +2 | 3 | 3 | - | - | - | - | Ability Score Improvement |
5th | +3 | 4 | 4 | 2 | - | - | - | Extra Attack |
6th | +3 | 4 | 4 | 2 | - | - | - | Favored Enemy and Natural Explorer improvements |
7th | +3 | 5 | 4 | 3 | - | - | - | Ranger Archetype feature |
8th | +3 | 5 | 4 | 3 | - | - | - | Ability Score Improvement, Land's Stride |
9th | +4 | 6 | 4 | 3 | 2 | - | - | - |
10th | +4 | 6 | 4 | 3 | 2 | - | - | Natural Explorer Improvement, Hide in Plain Sight |
11th | +4 | 7 | 4 | 3 | 3 | - | - | Ranger Archetype feature |
12th | +4 | 7 | 4 | 3 | 3 | - | - | Ability Score Improvement |
13th | +5 | 8 | 4 | 3 | 3 | 1 | - | - |
14th | +5 | 8 | 4 | 3 | 3 | 1 | - | Favored Enemy improvement, Vanish |
15th | +5 | 9 | 4 | 3 | 3 | 2 | - | Ranger Archetype feature |
16th | +5 | 9 | 4 | 3 | 3 | 2 | - | Ability Score Improvement |
17th | +6 | 10 | 4 | 3 | 3 | 3 | 1 | - |
18th | +6 | 10 | 4 | 3 | 3 | 3 | 1 | Feral Senses |
19th | +6 | 11 | 4 | 3 | 3 | 3 | 2 | Ability Score Improvement |
20th | +6 | 11 | 4 | 3 | 3 | 3 | 2 | Foe Slayer |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Age.
Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Alignment.
Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains.
Size.
Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Draconic Ancestry.
You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
Dragon | Damage Type | Breath Weapon |
---|---|---|
Black | Acid | 5 by 30 ft. line (Dex. save) |
Blue | Lightning | 5 by 30 ft. line (Dex. save) |
Brass | Fire | 5 by 30 ft. line (Dex. save) |
Bronze | Lightning | 5 by 30 ft. line (Dex. save) |
Copper | Acid | 5 by 30 ft. line (Dex. save) |
Gold | Fire | 15 ft. cone (Dex. save) |
Green | Poison | 15 ft. cone (Con. save) |
Red | Fire | 15 ft. cone (Dex. save) |
Silver | Cold | 15 ft. cone (Con. save) |
White | Cold | 15 ft. cone (Con. save) |
Languages. You can speak, read, and write Common and Draconic . Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
Statblocks for companions, followers and other allies.
Keen Smell. The squirrel cat has advantage on Wisdom (Perception) checks that rely on smell Colorchange. The squirrel cat can change its fur's color to anything it wants, allowing it to disguise itself better and giving his Dexterity (Stealth) checks advantage.
Multiattack. The squirrel cat makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.
Forest, Grassland
Statblocks for your spells.
1-level Conjuration
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
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 or 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.
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.
Statblocks for your Trinkets, businesses, building, castles, empires.