+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+1 | Strength | |
+1 | Dexterity | |
+2 | Constitution | |
+3 | Intelligence | |
+7 | Wisdom | |
+0 | Charisma |
+1 | Acrobatics | DEX | |
+4 | Animal Handling | WIS | |
+4 | Arcana | INT | |
+1 | Athletics | STR | |
+0 | Deception | CHA | |
+0 | History | INT | |
+4 | Insight | WIS | |
+0 | Intimidation | CHA | |
+4 | Investigation | INT |
+10 | Medicine | WIS | |
+10 | Nature | INT | |
+7 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+7 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+10 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Staff of the Python | +4 | STR | 1d8+1 | Bludgeoning | |
+ Dex (1) + Proficiency (3) | |||||
Samba Gauntlets of Death | +4 | STR | 1d4+1 | Piercing or Slashing | |
Bonus Attack, magical damage. +1 to attack & Damage rolls with unarmed strikes & natural weapons. +2 to strength/athletics checks to climb w/o climbing gear | |||||
Blowgun | +4 | DEX | 1+1 | Piercing | |
25 ft-100ft range, 20 darts, may be able to poison? | |||||
Obsidian Dagger | +4 | DEX | 1d4+1 | Piercing | |
20/60ft (thrown) |
The statblocks of your Weapons, armor and other important/magical equipment
Spellcasting Focus
Varies Requires Attunement
Staff of the Python Staff Requires attunement by a Cleric, Druid, or Warlock Uncommon -- Requires Attunement
You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a Giant Constrictor Snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
DnD 5e SRD SRD
Medium Armor Common
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Medium | 14 + Dex Modifier (max 2) |
Cost: 400 gp Weight: 20 lb
Trade Good Dense Uncommon
A shiny carapace. It is abnormally dense and light. Could work as a decent shield.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
None | 3 |
Weight: 1kg
DnD 5e SRD SRD
Melee Weapon Finesse, Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Piercing | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 lb
The statblocks of your class features
PHB, Pgs. 65-69
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 |
Level | Proficiency Bonus | Features | Cantrips Known | 1st Slots | 2nd Slots | 3rd Slots | 4th Slots | 5th Slots | 6th Slots | 7th Slots | 8th Slots | 9th Slots |
---|---|---|---|---|---|---|---|---|---|---|---|---|
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.
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) bludgeoning damage.
Statblocks for race/species of the character.
Age. Half-elves age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 180 years. Alignment. Half-elves share the chaotic bent of their elven heritage. They both value personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. They are good and evil in equal numbers, a trait they share with their human parents. Darkvision. Thanks to your elven heritage, 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. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Half-Elf Versatility. Choose one of the following traits: Skill Versatility (General). You gain proficiency in two skills of your choice. Elf Weapon Training (High or Wood Elf Heritage). You have proficiency with the longsword, shortsword, shortbow, and longbow. Cantrip (High Elf Heritage). You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. Fleet of Foot (Wood Elf Heritage). Your base walking speed increases to 35 feet. Mask of the Wild (Wood Elf Heritage). You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Drow Magic (Dark Elf Heritage). You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells. Swim Speed (Sea Elf Heritage). You have a swimming speed of 30 feet.
Languages. Common, Elven and one on your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Transmutation
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
PHB
0-level (Cantrip) Transmutation
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
At higher levels: The spell's damage increases by 1d10 when you reach 5th level ( 2d10 ), 11th level ( 3d10 ), and 17th level ( 4d10 ).
Players Handbook Page 282
0-level (Cantrip) Transmutation
You create a long, vine-Iike 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).
PHB
0-level (Cantrip) Transmutation
Whispering to the spirits of nature, you create one of the following effects within range:
PHB
1-level Conjuration
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Xanathar's Guide to Everything
2-level Conjuration
ou call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-ft cube you can see. Whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, the spirit restores 1d6 hit points to that creature for free (max 8d6 of healing). As a bonus action, you can move the Spirit up to 30 feet.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 and the maximum healing creases by 2d6 for each slot level above 2nd.
1-level Enchantment
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be Charmed by you for the spell's Duration. If you or one of your companions harms the target, the Spells ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast level above 1st.
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.
Basic Rules, pg. 239
1-level Evocation
PHB pg 219
1-level Enchantment
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At higher levels: 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.
1-level Divination
You touch a willing creature, instilling it with heightened reaction time. Until the spell ends, the creature can add 1d8 to its initiative rolls.
PHB
2-level Transmutation
You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
PHB
2-level Transmutation
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
PHB
2-level Abjuration
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
PHB
2-level Divination
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
PHB
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.
PHB
2-level Transmutation
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
PHB
2-level Transmutation
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
2-level Divination
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature — what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
2-level Conjuration
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
3-level Conjuration
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).
When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10 .
At higher levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
3-level Conjuration
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
Elemental Evil Player's Companion , pg. 155
3-level Transmutation
3-level Transmutation
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
3-level Transmutation (ritual)
This spell grants the ability to move across any liquid surface — such as water, acid, mud, snow, quicksand, or lava — as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Tascha's Cauldron of Everything
3-level Conjuration
4-level Transmutation
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
4-level Conjuration
You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
Player's Handbook
5-level Abjuration
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
Statblocks for your Trinkets, businesses, building, castles, empires.
Adventuring Gear Uncommon
50 Charges, 3 options. Option 1: Gem shines bright light in a 30 foot radius and dim light for another 30 feet. Does not expend a charge. Option 2: Gem fires a beam of brilliant light at a creature you can see within 60 feet. Creature must succeed on a DC 15 CON save or be blinded for 1 minute. Expends 1 charge. Option 3: You know option 2? Replace the 60 ft beam with a 30 foot cone in which all creatures must make the above CON save. Expends 5 charges. When all charges are expended, Gem becomes nonmagical jewel worth 60 GP
Artisan Tool
Varies
Type: Tool Cost: 50 gp Weight: 2 lbs A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.
Wondrous Item
Rare
Bonus Action: Clasp one gem and cast its spell. Gem regenerates spell after next dawn
1. Amethyst in Limba from Father, Thender Atari to cast Bless
2. Emerald in Ebony from Sseth, flying serpent to cast Lesser Restoration
3.Ruby in Agba from Ubtao maze to cast Greater Restoration
4. Sapphire in Sapele from dwarf Thard Harr to cast Cure Wounds
5. Amethyst in Wenge from Mother, Dela Yudan to cast Bless
Wondrous Item
Legendary Requires Attunement
Ceramic, brown glazed-jug. Holds 1 gal of liquid and weighs 12 lbs, full or empty. A ceramic jug with a round base and a slightly oval rim with a handle on either side. The lid fits snuggly over the opening, creating a water-tight seal, and has a carving of a crocodile head on one side, and a male human head on the other, which act as spouts.
Once attuned, the empty jug pours a continuous stream of clear water from the crocodile mouth and a continuous stream of dry, fine sand through the human mouth when tipped to one side or the other (both at a rate of 1 gal per minute). The attuned spellcaster can feel a circular maze at the base of the jug, though no maze can be seen. Also, the attuned spellcaster can see and feel around the lip of the lid the following story, which is inscribed in the ceramic in Old Omuan (which others cannot see or feel):
‘In the early days of the world, Man found himself on the sandy banks of a wide river, afraid.
“What’s wrong, human?,” asked Crocodile. “I wish to cross your river, crocodile. But I fear that you and your kin will attack me,” Man replied. “It’s true, you would not be safe. But I will carry you safely across on my back, if you promise to return the favor.” Man agreed and climbed onto Crocodile’s back, who bore him safely across the river.’
On the first day of attunement, the surface of the jug is smooth. Once a day after dawn, however, the attuned spellcaster may meditate for 10 minutes in order to reveal an illustrated carving and a brief story on the surface of the jug, which will only be visible to them. Roll 2d6****
to determine which of the six carved images appear, along with a brief story carved below the image. The story is written in Old Omuan and words in bold appear to be glowing. If the keeper of the jug places special ingredients within, a new liquid will pour out of each spout (depending on which way the jug is tipped) and the carving will become visible to others. The image will remain on the surface of the jug until it is no longer attuned.
After all six images are permanently visible on the jug, the maze at the base becomes visible as well, revealing the Sacred Maze of Ubtao. After which, the attuned spellcaster can Roll 2d6 ****
at dawn to determine the number of charges for that day. To use a charge, as an action, Roll ****
to determine which illustrated carving will be used. This carving will start to shimmer faintly and the contents can be poured out without requiring material components. Both spouts can have their contents poured out once with a single charge; after which, the attuned spellcaster must roll another d6 and another charge must be expended. Clean water and fine sand can always be poured from the jug, at will.
1. When they reached the far bank, it began to rain. The human’s hair lay heavy on his shoulders, but the crocodile’s scales were unchanged. “How can I repay you?” the Man asked. “I wish to see the realm of Man, but I fear to go there alone, for your kind will surely attack me. Carry me on your back, so that I may see your realm in safety.” Man thought himself tricked, but a promise is a promise, so he bore Crocodile on his back and walked the realm of Man.
2. As Man carried Crocodile deep into the forest, they began to hear a low buzzing noise. “What luck!” thought Man, “That must be a beehive! We will find honey and I will make Tej!” But when they saw an enormous paper nest, they knew they were in for trouble. A dead, male Batiri was hanging upside-down at the nest entrance, his pale face and neck swollen from Throat Leeches, Shivery Sickness, and wasp venom. Before they could run away, a giant wasp swooped down and tried to sting Man. Crocodile was faster than the wasp, however, and bit down hard on the wasp’s head with his mighty jaws. Seizing the moment, Man reached out with both hands and tore out its venom sack, killing the wasp instantly. The sack sprayed Man and Crocodile in a sticky grease that made them invisible to the other wasps, and they ran away.
3. “Thank you,” said Man. “If you weren’t on my back, I would’ve been killed.” As the crocodile nodded an appreciative reply, Man noticed that the Crocodile’s great jaws and throat got stuck in a vine. “Assassin Vine!,” thought Man in a panic, and he reached up with a sharp stone and cut the vine, freeing the crocodile. As the crocodile voiced his thanks to Man, he felt Man moving toward a mass of vines clinging to a stone pillar, as though under a trance. Underneath the plant, Crocodile noticed one of the Vethr slowly rise from the roots of the plant - with a yellow musk creeper orchid sprouting from her right ear! Crocodile acted quickly, swiping at the orchid with his long tail and knocking over the dwarvish zombie. Man was shaken out of his trance and both of them managed to escape, each promising to pay closer attention.
4.
5
6.
Weight: 12 lb