+0 | Strength |
+7 | Dexterity |
+3 | Constitution |
+3 | Intelligence |
+3 | Wisdom |
-2 | Charisma |
+7 | Acrobatics |
+3 | Animal Handling |
+1 | Arcana |
+2 | Athletics |
-2 | Deception |
+1 | History |
+5 | Insight |
-2 | Intimidation |
+3 | Investigation |
+3 | Medicine |
+1 | Nature |
+5 | Perception |
-2 | Performance |
-2 | Persuasion |
+1 | Religion |
+7 | Sleight of Hands |
+9 | Stealth |
+5 | Survival |
Longbow | 1d20+9 | 1d8+5 |
---|---|---|
Longbow w/ SA | 1d20+9 | 1d8+1d6+5 |
Scimitar | 1d20+9 | 1d6+5 |
Scimitar w/ SA | 1d20+9 | 1d6+1d6+5 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
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 Common [Finesse, Light]
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Slashing |
Cost: 25 gp Weight: 3 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
Wondrous Item Uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Weight: 15lb
The statblocks of your class features
I like experimenting with the Unearthed Arcana content that Wizards of the Coast likes to put out and decided to have my solo character, Kaim, go through some of those variants. Here is a link to the WotC page that posted it if you want to take a look: https://dnd.wizards.com/articles/unearthed-arcana/class-feature-variants.
Deft Explorer 1st-level ranger feature (replaces Natural Explorer) You are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another one at 6th and 10th level. Canny Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don’t already have it, and you can add double your proficiency bonus to ability checks using that skill. In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice. Roving Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Tireless As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1. Favored Foe 1st-level ranger feature (replaces Favored Enemy) You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter’s mark spell, and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot and without requiring concentration— a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. When you gain the Spellcasting feature at 2nd level, hunter’s mark doesn’t count against the number of ranger spells you know. Fighting Style Options 2nd-level ranger feature (enhances Fighting Style) When you gain the Fighting Style feature, you get access to the variants in the “Fighting Styles” section (see page 12). The Druidic Warrior style is also added to the list of style options available to you. Druidic Warrior You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list. Ranger Spells 2nd-level ranger feature (enhances Spellcasting) The following spells expand the ranger spell list. 1st Level Entangle Searing smite 2nd Level Aid Gust of wind Magic weapon Enhance ability Warding bond 3rd Level Blinding smite Meld into stone Revivify Tongues 4th Level Death ward Dominate beast 5th Level Awaken Greater restoration Spell Versatility 2nd-level ranger feature (enhances Spellcasting) Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the ranger spell list. The new spell must be the same level as the spell you replace. Spellcasting Focus 2nd-level ranger feature (enhances Spellcasting) You can use a druidic focus as a spellcasting focus for your ranger spells. See chapter 5, “Equipment,” of the Player’s Handbook for a list of things that count as druidic focuses. Primal Awareness 3rd-level ranger feature (replaces Primeval Awareness) You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know. Primal Awareness Spells Ranger Level - Spell 3rd - detect magic, speak with animals 5th - beast sense, locate animals or plants 9th - speak with plants 13th - locate creature 17th - commune with nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest. Fade Away 10th-level ranger feature (replaces Hide in Plain Sight) You can use a bonus action to magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
I like experimenting with the Unearthed Arcana content that Wizards of the Coast likes to put out and decided to have my solo character, Kaim, go through some of those variants. Here is a link to the WotC page that posted it if you want to take a look: https://dnd.wizards.com/articles/unearthed-arcana/class-feature-variants.
Cunning Action: Aim 2nd-level rogue feature (enhances Cunning Action) You gain an additional way to use your Cunning Action: carefully aiming your next attack. As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.