+5 | Strength |
+8 | Dexterity |
+1 | Constitution |
+0 | Intelligence |
+1 | Wisdom |
+0 | Charisma |
+5 | Acrobatics |
+1 | Animal Handling |
+0 | Arcana |
+2 | Athletics |
+0 | Deception |
+0 | History |
+1 | Insight |
+0 | Intimidation |
+0 | Investigation |
+1 | Medicine |
+3 | Nature |
+4 | Perception |
+0 | Performance |
+0 | Persuasion |
+0 | Religion |
+5 | Sleight of Hands |
+5 | Stealth |
+4 | Survival |
Weapon | Attack | Damage |
---|---|---|
Longbow | 1d20+10 | 1d8 |
Shortsword, +1 | 1d20+9 | 1d6+1 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD
Adventuring Gear Common
This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Medium | 13 + Dex Modifier (max 2) |
Cost: 10 gp Weight: 12 lb
DnD 5e 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
Adventuring Gear Finesse, Light Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
None | 1d6+1 | Piercing | Finesse, Light |
Cost: 10 gp Weight: 2 lb
The statblocks of your class features
(a) scale mail or (b) leather armour (a) two shortswords or (b) two simple melee weapons (a) a dungeoneers pack or (b) an explorers pack a longbow and a quiver of 20 arrows
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells much as a druid does.
Statblocks for your familiars, mounts etc.
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 in 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. Fae Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Cat Nap. Elves don’t need to sleep as long as other mortals. Instead, they can nap for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Subrace. There are three Mortal World elf subraces, Heavyclaw Elves, Leafhunter Elves, and Lightpaw Elves.
Languages. You can speak, read, and write Common.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
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 Transmutation (ritual)
You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects: • If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again. • If there is edible forage within range, you know it and where to find it. • If there is clean drinking water within range, you know it and where to find it. • If there is suitable shelter for you and your companions with range, you know it and where to find it. • Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption. • Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.
2-level Divination
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close — within 30 feet — at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
2-level Abjuration
A veil of shadows and 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 a +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.
Statblocks for your Trinkets, businesses, building, castles, empires.