+2 | Strength |
+3 | Dexterity |
+0 | Constitution |
+0 | Intelligence |
+11 | Wisdom |
+0 | Charisma |
+3 | Acrobatics |
+2 | Animal Handling |
+2 | Arcana |
+2 | Athletics |
+0 | Deception |
+2 | History |
+0 | Insight |
+0 | Intimidation |
+0 | Investigation |
+0 | Medicine |
+0 | Nature |
+2 | Perception |
+0 | Performance |
+0 | Persuasion |
+0 | Religion |
+3 | Sleight of Hands |
+5 | Stealth |
+2 | Survival |
Javelin | roll:1d20+7 | roll:1d6+3 |
---|---|---|
Longbow | roll:1d20+7 | roll:1d8+3 |
Spear | roll:1d20+4 | roll:1d6+2 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
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
The statblocks of your class features
PHB, Pgs. 90-93
Level | Proficiency Bonus | Features | Spells Known | 1st Slots | 2nd Slots | 3rd Slots | 4th Slots | 5th Slots |
---|---|---|---|---|---|---|---|---|
1st | +2 | Favored Enemy, Natural Explorer | – | – | – | – | – | – |
2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | – | – | – | – |
3rd | +2 | Ranger Archetype, Primeval Awareness | 3 | 3 | – | – | – | – |
4th | +2 | Ability Score Improvement | 3 | 3 | – | – | – | – |
5th | +3 | Extra Attack | 4 | 4 | 2 | – | – | – |
6th | +3 | Favored Enemy and Natural Explorer improvements | 4 | 4 | 2 | – | – | – |
7th | +3 | Ranger Archetype feature | 5 | 4 | 3 | – | – | – |
8th | +3 | Ability Score Improvement, Land’s Stride | 5 | 4 | 3 | – | – | – |
9th | +4 | – | 6 | 4 | 3 | 2 | – | – |
10th | +4 | Natural Explorer improvement, Hide in Plain Sight | 6 | 4 | 3 | 2 | – | – |
11th | +4 | Ranger Archetype feature | 7 | 4 | 3 | 3 | – | – |
12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | – | – |
13th | +5 | – | 8 | 4 | 3 | 3 | 1 | – |
14th | +5 | Favored Enemy improvement, Vanish | 8 | 4 | 3 | 3 | 1 | – |
15th | +5 | Ranger Archetype feature | 9 | 4 | 3 | 3 | 2 | – |
16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | – |
17th | +6 | – | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerûn, wood elves (also called wild elves, green elves, or forest elves) are reclusive and distrusting of non-elves. Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel. Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet. 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. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Elf Weapon Training You have proficiency with the longsword, shortsword, shortbow, and longbow. Fleet of Foot Your base walking speed increases to 35 feet. Mask of the Wild You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
SRD
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. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .
1-level Conjuration
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
Statblocks for your Trinkets, businesses, building, castles, empires.