+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+2 | Strength | |
+9 | Dexterity | |
+3 | Constitution | |
+0 | Intelligence | |
+4 | Wisdom | |
+1 | Charisma |
+5 | Acrobatics | DEX | |
+4 | Animal Handling | WIS | |
+0 | Arcana | INT | |
-2 | Athletics | STR | |
+1 | Deception | CHA | |
+0 | History | INT | |
+8 | Insight | WIS | |
+1 | Intimidation | CHA | |
+0 | Investigation | INT | |
+4 | Capenters tools | INT |
+4 | Medicine | WIS | |
+4 | Nature | INT | |
+8 | Perception | WIS | |
+1 | Performance | CHA | |
+5 | Persuasion | CHA | |
+0 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+9 | Stealth | DEX | |
+8 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
The Wrist Bow | +10 | DEX | 1d8+3+5 | Piercing | |
Heavy, Ranged, Two-Handed | |||||
Shortsword | +9 | DEX | 1d6+5 | Piercing | |
Finesse, light |
The statblocks of your Weapons, armor and other important/magical equipment
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, Light Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Piercing | Finesse, Light |
Cost: 10 gp Weight: 2 lb
Silvermist
Weapon
Legendary
A small bracelet made of beautiful silver minerals and a glimmering red yew core. The threads are soft and finely woven.
This bracelet turns into a silver +1 bow. You may instantly equip and stow the bow without using an action. It attaches to your wrist and pulling the thread causes it to pop open into a full bow.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d8 | Piercing | 150/600 |
Cost: Priceless
Weight: 2lb
Dungeon Master's Guide 5th Edition
Wondrous Item
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Uncommon (this item requires attunement)
The statblocks of your class features
Ranger Level | Spell |
3rd | Charm Person |
5th | Misty Step |
9th | Dispel magic |
13th | Dimension door |
17th | Mislead |
d6 | gift |
1 | Illusory butterflies flutter around you while you take a short or long rest. |
2 | Fresh, seasonal flowers sprout from your hair each dawn. |
3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. |
4 | Your shadow dances while no one is looking directly at it. |
5 | Horns or antlers sprout from your head |
6 | Your skin and hair change color to match the season at each dawn |
Horizon Walker Spells | |
---|---|
Level | Spells |
3rd | Protection from good and evil |
5th | Misty Step |
9th | Haste |
13th | Banishment |
17th | Teleportation Circle |
Level | Spells |
3rd | Protection from Evil and Good |
5th | Zone of Truth |
9th | Magic Circle |
13th | Banishment |
17th | Hold Monster |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Languages. Common, Elvish.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Grimlore's Grimoire
1-level Conjuration
You chant a minor incantation, brushing the arrows
in your quiver with a feather. Upon finishing the
casting, spectral duplicates of your arrows appear at a point
in the sky you can see with in range, forming a 10-foot radius
cylinder up to 40 feet tall. Each creature in the cylinder must
make a Dexterity saving throw. A creature takes 3d6 piercing
damage on a failed save, or half as much damage on a
successful one.
At higher levels: When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by 1d6 for
each spell slot level above 1st.
Player's Handbook
1-level Transmutation
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 use 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.
1-level Abjuration
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Conjuration Magic
2-level Conjuration
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends, 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, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.
As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see.
SRD
2-level Abjuration
3-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.