+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+3 | Strength | |
+5 | Dexterity | |
+5 | Constitution | |
+2 | Intelligence | |
+1 | Wisdom | |
+1 | Charisma |
+8 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+2 | Arcana | INT | |
+3 | Athletics | STR | |
+1 | Deception | CHA | |
+2 | History | INT | |
+1 | Insight | WIS | |
+1 | Intimidation | CHA | |
+2 | Investigation | INT |
+1 | Medicine | WIS | |
+5 | Nature | INT | |
+4 | Perception | WIS | |
+1 | Performance | CHA | |
+1 | Persuasion | CHA | |
+2 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|
The statblocks of your Weapons, armor and other important/magical equipment
Armor (Light)
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. |
---|---|---|---|
Light | 11 + Dex Modifier | No |
Cost: 10 gp
Weight: 10 lb
Weapon
Common
Ammunition, Heavy, Two-HandedType | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d8 | Piercing | 150/600 ft |
Cost: 50 gp
Weight: 2 lb
Weapon
Common
FinesseType | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8 | Piercing |
Cost: 25 gp
Weight: 2 lb
DnD 5e SRD
Weapon
Common
Finesse, Light, ThrownType | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Piercing | 20/60 ft |
Cost: 2 gp
Weight: 1 lb
The statblocks of your class features
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Fighting Style, Second Wind |
2nd | +2 | Action Surge (one use) |
3rd | +2 | Martial Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Ability Score Improvement |
7th | +3 | Martial Archetype Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Indomitable (one use) |
10th | +4 | Martial Archetype Feature |
11th | +4 | Extra Attack (2) |
12th | +4 | Ability Score Improvement |
13th | +5 | Indomitable (two uses) |
14th | +5 | Ability Score Improvement |
15th | +5 | Martial Archetype Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Action Surge (two uses), Indomitable (three uses) |
18th | +6 | Martial Archetype Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Extra Attack (3) |
Fighter Level | Feature |
---|---|
3rd | Arcane Archer Lore, Arcane Shot (2 options) |
7th | Curving Shot, Magic Arrow, Arcane Shot (3 options) |
10th | Arcane Shot (4 options) |
15th | Ever-Ready Shot, Arcane Shot (5 options) |
18th | Arcane Shot (6 options, improved shots) |
You have achieved a penetrating precision in combat, granting you the following benefits:
• Increase your Strength or Dexterity by 1, to a maximum of 20.
• Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
• When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Player's Handbook, Wizards of the Coast, p. 150
Ammunition Common
Cost: 1 GP (5 CP per arrow) Weight: 1 lb. / 0.5 kg (0.05 lb. / 0.025 kg per arrow)
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Name | Prestidigitation | School | Transmutation |
---|---|---|---|
Spell Level | 0 | Range | 10 feet |
Casting Time | 1 Action | Duration | Up to 1 hour |
Components | V, S | Materials | None |
Ritual | No | Concentration | No |
Description | |||
This spell is a minor magical trick that novice spellcasters use for
practice. You create one of the following magical effects within
range:
-You create an instantaneous, harmless sensory effect, such as a
shower of sparks, a puff of wind, faint musical notes, or an odd
odor. -You instantaneously light or snuff out a candle, a torch, or a small campfire. -You instantaneously clean or soil an object no larger than 1 cubic foot. -You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. -You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. -You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. |
Name | Thorn Whip | School | Transmutation |
---|---|---|---|
Spell Level | 0 | Range | 30 feet |
Casting Time | 1 Action | Duration | V, S, M |
Components | the stem of a plant with thorns | Materials | None |
Ritual | No | Concentration | No |
Description | |||
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. At higher level This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). |
Name | Longstrider | School | Transmutation |
---|---|---|---|
Spell Level | 1 | Range | Touch |
Casting Time | 1 Action | Duration | 1 hour |
Components | V, S, M | Materials | a pinch of dirt |
Ritual | No | Concentration | No |
Description | |||
You touch a creature. The target’s speed increases by 10 feet until the spell ends. At higher level When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. |
Name | Pass Without Trace | School | Abjuration |
---|---|---|---|
Spell Level | 2 | Range | Self |
Casting Time | 1 Action | Duration | Up to 1 hour |
Components | V, S, M | Materials | ashes from a burned leaf of mistletoe and a sprig of spruce |
Ritual | No | Concentration | Yes |
Description | |||
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.
Prerequisite: Elf (wood)
You learn the magic of the primeval woods, which are revered and protected by your people.
• You learn one druid cantrip of your choice.
• You also learn the long strider and pass without trace spells, each of which you can cast once without expending a spell slot.
• You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells
Adventuring Gear
Common
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Cost: 12 gp
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
• Your ranged weapon attacks ignore half cover and three-quarters cover.
• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.