-2 | Strength |
+0 | Dexterity |
+3 | Constitution |
+4 | Intelligence |
+6 | Wisdom |
+1 | Charisma |
+0 | Acrobatics |
+4 | Animal Handling |
+2 | Arcana |
+0 | Athletics |
+1 | Deception |
+2 | History |
+4 | Insight |
+1 | Intimidation |
+2 | Investigation |
+4 | Medicine |
+4 | Nature |
+6 | Perception |
+1 | Performance |
+1 | Persuasion |
+2 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+6 | Survival |
Quarterstaff | 1d20 | 1d6 Bludgeoning |
---|
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Medium Armor 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 | 12 + Dex Modifier (max 2) |
Cost: 10 gp Weight: 12 lb
DnD 5e SRD SRD
Shield Common
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Shield | +2 |
Cost: 10 gp Weight: 6 lb
DnD 5e SRD SRD
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 / 1d8 | Bludgeoning | Versatile |
Cost: 2 sp Weight: 4 lb
The statblocks of your class features
Level | Max. CR | Limitations | Example |
---|---|---|---|
2nd | 1/4 | No flying or swimming speed | Wolf |
4th | 1/2 | No flying speed | Crocodile |
8th | 1 | — | Giant Eagle |
• Choose: a wooden shield; or any simple weapon
• Choose: a scimitar; or any simple melee weapon
• Leather armor, an explorer's pack and a druidic focus
Druid Level | Coast Spells | Desert Spells | Forest Spells | Grassland Spells | Mountain Spells | Swamp Spells |
---|---|---|---|---|---|---|
3rd | mirror image, misty step | blur, silence | barkskin, spider climb | invisibility, pass without trace | spider climb, spike growth | darkness, melf's acid arrow |
5th | water breathing, water walk | create food and water, protection from energy | call lightning, plant growth | daylight, haste | lightning bolt, meld into stone | water walk, stinking cloud |
7th | control water, freedom of movement | blight, hallucinatory terrain | divination, freedom of movement | divination, freedom of movement | stone shape, stoneskin | freedom of movement, locate creature |
9th | conjure elemental, scrying | insect plague, wall of stone | commune with nature, tree stride | dream, insect plague | passwall, wall of stone | insect plague, scrying |
Lvl | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Druidic, Spellcasting | 2 | 2 | ||||||||
2nd | +2 | Wild Shape, Druid Circle | 2 | 3 | ||||||||
3rd | +2 | 2 | 4 | 2 | ||||||||
4th | +2 | Wild Shape improvement, Ability Score Improvement | 3 | 4 | 3 | |||||||
5th | +3 | 3 | 4 | 3 | 2 | |||||||
6th | +3 | Druid Circle Feature | 3 | 4 | 3 | 3 | ||||||
7th | +3 | 3 | 4 | 3 | 3 | 1 | ||||||
8th | +3 | Wild Shape improvement, Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | |||||
9th | +4 | 3 | 4 | 3 | 3 | 3 | 1 | |||||
10th | +4 | Druid Circle Feature | 4 | 4 | 3 | 3 | 3 | 2 | ||||
11th | +4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | ||||
12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | |||
13th | +5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | |||
14th | +5 | Druid Circle Feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||
15th | +5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ||
16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
17th | +6 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18th | +6 | Timeless Body, Beast Spells | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Archdruid | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Statblocks for your familiars, mounts etc.
Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 piercing damage. If the target is a creature, it must suceed on a DC 11 Strength saving throw or be knocked prone.
Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.
Any
Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carry capacity.
Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 1d4+2 bludgeoning damage.
Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) 2d6 damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 1d6+3 bludgeoning damage.
hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 2d4+3 bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 2d4+3 piercing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 1d4+4 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 3d6 poison damage on a failed save, or half as much damage on a successful one.
Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack. The badger makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 2d4+1 slashing damage.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 2d6 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.
Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 1d6+3 bludgeoning damage.
Rock. Ranged Weapon Attack: +4 to hit, range 25/50 ft., one target. Hit: 6 1d6+3 bludgeoning damage.
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 1d6+2 piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 1d6+2 slashing damage.
Hold Breath. The crocodile can hold its breath for 15 minutes.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 1d10+2 piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing. The shark can breathe only underwater.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 1d8+2 piercing damage.
Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 1d4 poison damage.
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 1d4 piercing damage.
Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 1d8+4 piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 1d8+4 slashing damage.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 2d6+3 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Amphibious. The toad can breathe air and water.
Standing Leap. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 1d10+2 piercing damage plus 5 1d10 poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.
Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks, and other effects outside the toad, and it takes 10 3d6 acid damage at the start of each of the frog's turns. The toad can have only one target swallowed at a time.
If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 1d8+3 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 2d8 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5-6 1d6 ). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cacoons holding past victims.
Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Multiattack. The eagle makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 1d6+3 piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 2d6+3 slashing damage.
A giant eagle is a noble creature that speaks its own language and understands speech in the common tongue. A mater pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).
Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 2d6+3 bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Keen Smell. the bear has advantage on Wisdom (Pereception) checks that rely on smell.
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 1d8+5 piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 2d6+5 slashing damage.
Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 2d6 damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 2d6+4 bludgeoning damage.
hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 4d8+4 bludgeoning damage.
The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The shark can breathe only underwater.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 2d8+4 piercing damage.
Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.
Bite. If the rhinoceros moves at least 20 feet straight towards a target and then hits it with a gore attack on the same turn, the target takes an extra 9 2d8 bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 2d8+5 bludgeoning damage.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 2d6+4 piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 2d8+4 bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Statblocks for race/species of the character.
Age. As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.
Alignment. As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.
Size. Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.
Firbolg Magic. You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Languages. You can speak, read, and write Common, Elven, and Giant
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Transmutation
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 levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
0-level (Cantrip) Transmutation
Whispering to the spirits of nature, you create one of the following effects within range:
Players Handbook 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: 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.
PHB
1-level Conjuration
Grasping weeds and vines sprout from the ground in 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
Saving Throw | Strength |
---|
Basic Rules, pg. 239
1-level Evocation
PHB
1-level Evocation
A creature of your choice that you can see within range regains hit pints equal to 1d4 + 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 1d4 for each slot level above 1st
1d4+SpellcastingAbilityModifier | Healing |
---|
1-level Transmutation
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
2-level Transmutation
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
PHB
2-level Evocation
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume different form until it leaves the spell's light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Area of Effect | 5-foot-radius, 40-foot-high-cylinder |
---|---|
Saving Throw | Constitution |
2d10 | Radiant Damage |
Statblocks for your Trinkets, businesses, building, castles, empires.
Adventuring Gear
Common
: Backpack (5lbs), Bedroll (7lbs), Mess kit (1lb), tinderbox (1lb), 10 torches (1lb each, 10lbs), 10 days of rations (2lbs each, 20lbs), Waterskin (full, 5lbs), 50 ft Hemp Rope (10lbs). Rairity: