+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+7 | Strength | |
+0 | Dexterity | |
+5 | Constitution | |
+1 | Intelligence | |
+2 | Wisdom | |
-3 | Charisma |
+0 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+4 | Athletics | STR | |
-3 | Deception | CHA | |
+1 | History | INT | |
+8 | Insight | WIS | |
-3 | Intimidation | CHA | |
+1 | Investigation | INT |
+2 | Medicine | WIS | |
+1 | Nature | INT | |
+8 | Perception | WIS | |
-3 | Performance | CHA | |
-3 | Persuasion | CHA | |
+1 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
+8 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Shortsword | +7 | STR | 1d6+4 | peircing | |
Finesse, Light, Proficent | |||||
Bite | +7 | STR | 1d6+4 | peircing | |
Proficent | |||||
Claws | +4 | STR | 1d4+4 | slashing | |
Handaxe | +7 | STR | 1d6+4 | slashing | |
Light, Thrown (20/60 ft) |
The statblocks of your Weapons, armor and other important/magical equipment
Homebrew
Weapon
Varies
Using your crushing Hyaenidae jaws you can deliver a painful bite that deals 1d6
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 | Piercing |
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
DnD 5e SRD SRD
Melee Weapon Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Slashing | 20/60 ft | Light, Thrown |
Cost: 5 gp Weight: 2 lb
Armor
Piercing Resistance
Common
A light chest piece fashioned with a series of small metal studs.
It is favored by those who wish to seek protection from piercing attacks.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 12 + DEX |
Cost: Padded Lining x2, Leather Straps x 2, Reinforced Rivets x 3, Hardened Leather x 2
DnD 5e XAN
Tool Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.
Components. Cook's utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.
History. Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits.
Medicine. When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
Survival. When foraging for food , you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
Prepare Meals. As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook's utensils and sufficient food.
COOK'S UTENSILS
Activity | DC |
---|---|
Create a typical meal | 10 |
Duplicate a meal | 10 |
Spot poison or impurities in food | 15 |
Create a gourmet meal | 15 |
Cost: 1 gp Weight: 8 lb.
Homebrew
Adventuring Gear
Varies
Includes:
a backpack
a blanket
5 bars of soap
a whetstone
a tinderbox
10 torches
10 days of rations
a waterskin
50 feet of hempen rope
DnD 5e DMG
Adventuring Gear Common
This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use o f the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
Cost: 5gp Weight: 3lb
The statblocks of your class features
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge. Source: Player's Handbook
Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born.
You aren't one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not choose to share.
Although you will undoubtedly find some of this land's ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you've never laid eyes on before. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go.
D6 | Reason |
---|---|
1 | Emissary |
2 | Exile |
3 | Fugitive |
4 | Pilgrim |
5 | Sightseer |
6 | Wanderer |
D6 | Personality Trait |
---|---|
1 | I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence, or reacting to ignorant invasion of my own. |
2 | I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting. |
3 | I have a strong code of honor or sense of propriety that others don't comprehend. |
4 | I express affection or contempt in ways that are unfamiliar to others. |
5 | I honor my deities through practices that are foreign to this land. |
6 | I begin or end my day with small traditional rituals that are unfamiliar to those around me. |
D6 | Ideal |
---|---|
1 | Open: I have much to learn from the kindly folk I meet along my way. (Good) |
2 | Reserved: As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful) |
3 | Adventure: I'm far from home, and everything is strange and wonderful! (Chaotic) |
4 | Cunning: Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil) |
5 | Inquisitive: Everything is new, but I have a thirst to learn. (Neutral) |
6 | Suspicious: I must be careful, for I have no way of telling friend from foe here. (Any) |
D6 | Bond |
---|---|
1 | So long as I have this token from my homeland, I can face any adversity in this strange land. |
2 | The gods of my people are a comfort to me so far from home. |
3 | I hold no greater cause than my service to my people. |
4 | My freedom is my most precious possession. I'll never let anyone take it from me again. |
5 | I'm fascinated by the beauty and wonder of this new land. |
6 | Though I had no choice, I lament having to leave my loved ones behind. I hope to see them again one day. |
D6 | Flaw |
---|---|
1 | I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land. |
2 | I pretend not to understand the local language in order to avoid interactions I would rather not have. |
3 | I have a weakness for the new intoxicants and other pleasures of this land. |
4 | I don't take kindly to some of the actions and motivations of the people of this land, because these folk are different from me. |
5 | I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst. |
6 | I have a weakness for the exotic beauty of the people of these lands. |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
XGE
0-level (Cantrip) Necromancy
Ritual - does not require spell slot, takes 10 minutes longerStatblocks for your Trinkets, businesses, building, castles, empires.