+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+4 | Strength | |
+9 | Dexterity | |
+2 | Constitution | |
+1 | Intelligence | |
+3 | Wisdom | |
+0 | Charisma |
+5 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+4 | Athletics | STR | |
+8 | Deception | CHA | |
+1 | History | INT | |
+11 | Insight | WIS | |
+0 | Intimidation | CHA | |
+9 | Investigation | INT |
+3 | Medicine | WIS | |
+1 | Nature | INT | |
+11 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+1 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+13 | Stealth | DEX | |
+11 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Longbow | +9 | DEX | 1d8+5 | piercing | |
Ammunition, Heavy, Range, Two-Handed | |||||
Sword of the Deep | +11 | DEX | 1d6+5 | slashing | |
Finesse |
The statblocks of your Weapons, armor and other important/magical equipment
Armor
Piercing Resistance
Common
A light chest piece fashioned with a series of small metal studs.
It is favored by those who wish to seek protection from piercing attacks.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 12 + DEX |
Cost: Padded Lining x2, Leather Straps x 2, Reinforced Rivets x 3, Hardened Leather x 2
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 Finesse Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | Finesse |
Cost: 25 gp Weight: 2 lb
The statblocks of your class features
You can prepare and deliver deadly poisons, granting you the following benefits:
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Age: Elves reach physical maturity when they reach their late teens to early twenties. But considering their long lifespans of multiple centuries they consider reaching mental maturity when the've ventured out beyond their home lands. Most Elves claim to reach this when they're around 100 years old. Size: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Darkvision: When you're in dim light as an Elf you can see for 60ft. as if it was in bright light and in darkness as if it were dimly light. You can't discern colors in darkness only shades of grey. Keen Senses: As an Elf you gain proficiency in perception checks. Fey Ancestry: you have advantage on saving throws against being and charmed and magic is unable to put you to sleep. Trance: Elves get a special ability where they don't need to sleep, instead they can go into a meditative state where they're semiconscious. This state is most commonly referred to, by most non-elf races, as a "trance". When an Elf is in this "trance" for 4 hours they gain the same benefits as human sleeping for 8 hours. Elf Weapon Training: You have proficiency with Longswords/bows and Shortswords/bows Fleet of Foot: As a nimble wood elf you're faster then other elves, making you're base walking speed 35ft. Mask of the Wild: You can make an attempt to hide even where you're only lightly obscured by natural phenomena, eg: foliage, heavy rain, falling snow, mist, etc.
Languages. Common, Elvisch
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
1-level Divination
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Weapon Attack Damage | + 1d6 |
---|
PHB
1-level Conjuration
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can us its action to make a Strength check against your spell save DC. On a success, the target is freed.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Saving Throw | Strength |
---|---|
1d6 | Piercing Damage |
PHB
1-level Divination (ritual)
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.
D&D 5e PHB Page 230
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.
Statblocks for your Trinkets, businesses, building, castles, empires.