+10 | Expertise Bonus | |
+5 | Proficiency Bonus | |
+2 | Jack of all Trades |
+9 | Strength | |
-1 | Dexterity | |
+8 | Constitution | |
+0 | Intelligence | |
+2 | Wisdom | |
+2 | Charisma |
+1 | Acrobatics | DEX | |
+7 | Animal Handling | WIS | |
+2 | Arcana | INT | |
+14 | Athletics | STR | |
+4 | Deception | CHA | |
+2 | History | INT | |
+7 | Insight | WIS | |
+4 | Intimidation | CHA | |
+2 | Investigation | INT |
+7 | Medicine | WIS | |
+2 | Nature | INT | |
+12 | Perception | WIS | |
+4 | Performance | CHA | |
+4 | Persuasion | CHA | |
+2 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+7 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Indomitable Greataxe | +12 | STR | 1d12+3+4 | Slashing | |
Martial Melee, Magical, Heavy, 2-handed, Immune to Fear, Temp HP 3 x LVL | |||||
Shield of Hurling | +9 | STR | 1d6+4 | Bludgeoning | |
Simple Melee, Thrown (20/60ft) | |||||
Javelin | +9 | STR | 1d6+4 | Piercing | |
Simple Melee, Thrown (30/120ft) | |||||
Dagger | +9 | STR | 1d4+4 | Piercing | |
Simple Melee, Finesse, Light, Thrown (20/60ft) |
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Common
Heavy, 2-handedProficiency with a greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d12 | Slashing |
Cost: 30 gp
Weight: 7 lbs
Weapon
Common
Finesse, light, thrown-range
Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Scratches trace along the jagged edges. The blade is yellowed, appearing and feeling like bone.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Piercing | 20/60 ft |
Cost: 1 sp
Weight: 1 lbs
Weapon
Common
Thrown-rangeProficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 | Piercing | 30/120 ft |
Cost: 5 sp
Weight: 2 lbs
DnD 5e SRD SRD
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 / 1d8 | Bludgeoning | Versatile |
Cost: 2 sp Weight: 4 lb
DnD 5e SRD
Adventuring Gear Common
When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Cost: 5gp Weight: 25lbs
The Zephyr Effect
Wondrous Item
Very Rare
As an action, you can activate this pocket watch and for 60 seconds, a disheveled looking wizard named Steve in a Spirit of Halloween costume will appear within 10 ft of the user. Steve goes after the user's intuitive count. Steve can make one attack on his turn (+5 to hit, DC 14). Steve has an AC of 12, 22 HP and a movement speed of 30ft. Steve has the following spells preparedCantrip | Firebolt |
Level 1(4 slots) | Magic Missile, Disguise Self, Feather Fall |
Level 2 (2 slots) | Scorching Ray, Darkness |
Level 3 (1 slot) | Fireball |
The statblocks of your class features
LVL | Prof. Bonus | Features | Rages | Rage DMG |
---|---|---|---|---|
1 | +2 | Rage, Unarmed Defense | 2 | +2 |
2 | +2 | Reckless Attack, Danger Sense | 2 | +2 |
3 | +2 | Primal Path | 3 | +2 |
4 | +2 | Ability Score Improvement | 3 | +2 |
5 | +3 | Extra Attack, Fast Movement | 3 | +2 |
6 | +3 | Path Feature | 4 | +2 |
7 | +3 | Feral Instinct | 4 | +2 |
8 | +3 | Ability Score Improvement | 4 | +2 |
9 | +4 | Brutal Critical (1d) | 4 | +3 |
10 | +4 | Path Feature | 4 | +3 |
11 | +4 | Relentless Rage | 4 | +3 |
12 | +4 | Ability Score Improvement | 5 | +3 |
13 | +5 | Brutal Critical (2d) | 5 | +3 |
14 | +5 | Path Feature | 5 | +3 |
15 | +5 | Persistent Rage | 5 | +3 |
16 | +5 | Ability Score Improvement | 5 | +4 |
17 | +6 | Brutal Critical (3d) | 6 | +4 |
18 | +6 | Indomitable Might | 6 | +4 |
19 | +6 | Ability Score Improvement | 6 | +4 |
20 | +6 | Primal Champion | Unlimited | +4 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Conjuration
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
PHB
0-level (Cantrip) Transmutation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
PHB pg 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.
PHB
0-level (Cantrip) Divination
You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
PHB
0-level (Cantrip) Transmutation
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
0-level (Cantrip) Enchantment
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Player's Handbook
3-level Evocation
PHB
1-level Abjuration
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.
PHB
1-level Transmutation
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
1-level Enchantment
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many Hit Points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current Hit Points (ignoring Unconscious creatures).
Starting with the creature that has the lowest current Hit Points, each creature affected by this spell falls Unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's Hit Points from the total before Moving On to the creature with the next lowest Hit Points. A creature's Hit Points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being Charmed aren't affected by this spell.
At higher levels: At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
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.
PHB
1-level Enchantment
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
PHB
1-level Illusion
dazzling array of flashing, colored light springs from your hand. Roll 6d10 ; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
2-level Divination
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
PHB
2-level Enchantment
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
PHB
2-level Abjuration
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
SRD
3-level Illusion
SRD
3-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.
Generic Variant
Common
A small yet thick yellowed bone hangs from the thin, woven string.
'Closer inspection shows it is a rib bone, taken from a boar. Light scratches can be seen over the bone's surface.'