+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+1 | Strength | |
+3 | Dexterity | |
+2 | Constitution | |
+5 | Intelligence | |
+7 | Wisdom | |
+2 | Charisma |
+2 | Acrobatics | DEX | |
+6 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+0 | Athletics | STR | |
+1 | Deception | CHA | |
+1 | History | INT | |
+3 | Insight | WIS | |
+1 | Intimidation | CHA | |
+1 | Investigation | INT |
+6 | Medicine | WIS | |
+4 | Nature | INT | |
+6 | Perception | WIS | |
+1 | Performance | CHA | |
+1 | Persuasion | CHA | |
+1 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+6 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +5 | DEX | 1d4+2 | Piercing | |
finesse, light, thrown (20/60 ft.) | |||||
Sling | +5 | DEX | 1d4+1+2 | Bludgeoning | |
Simple, Ammunition, Range, Range (30/120) | |||||
Unarmed Strike | +0 | STR | 1 | Bludgeoning | |
Nisoean Khopesh | +5 | DEX | 1D6+2 | Slashing | |
Light, Finesse, requires Attunement |
The statblocks of your Weapons, armor and other important/magical equipment
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
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
DnD 5e SRD SRD
Ranged Weapon Ammunition Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Bludgeoning | 30/120 ft | Ammunition |
Cost: 1 sp
SRD
Adventuring Gear Wondrous Item, Shoulders Uncommon (this item requires attunement)
You gain a +1 bonus to AC and Saving Throws while you wear this cloak.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
None | +1, Saving Throws +1 |
The statblocks of your class features
The | Druid | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
1 | +2 | Druidic, Spellcasting | 2 | 2 | - | - | - | - | - | - | - | - | |
2 | +2 | Wild Shape, Druid Circle, Wild Companion (Optional) | 2 | 3 | - | - | - | - | - | - | - | - | |
3 | +2 | - | 2 | 4 | 2 | - | - | - | - | - | - | - | |
4 | +2 | Wild Shape improvement, Ability Score Improvement, Cantrip Versatility (Optional) | 3 | 4 | 3 | - | - | - | - | - | - | - | |
5 | +3 | - | 3 | 4 | 3 | 2 | - | - | - | - | - | - | |
6 | +3 | Druid Circle feature | 3 | 4 | 3 | 3 | - | - | - | - | - | - | |
7 | +3 | - | 3 | 4 | 3 | 3 | 1 | - | - | - | - | - | |
8 | +3 | Wild Shape improvement, Ability Score Improvement, Cantrip Versatility (Optional) | 3 | 4 | 3 | 3 | 2 | - | - | - | - | - | |
9 | +4 | - | 3 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | |
10 | +4 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | |
11 | +4 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | |
12 | +4 | Ability Score Improvement, Cantrip Versatility (Optional) | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | |
13 | +5 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
14 | +5 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
15 | +5 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | |
16 | +5 | Ability Score Improvement, Cantrip Versatility (Optional) | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | |
17 | +6 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18 | +6 | Timeless Body, Beast Spells | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
19 | +6 | Ability Score Improvement, Cantrip Versatility (Optional) | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
20 | +6 | Archdruid | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Beast Shapes | |||
---|---|---|---|
Level | Max CR | Limitations | Examples |
2nd | 1/4 | no flying or swimming speed | Wolf |
4th | 1/2 | No flying speed | Crocodile |
8th | 1 | - | Giant eagle |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Languages. Common and Infernal
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Transmutation
Whispering to the spirits of nature, you create one of the following effects within range:
PHB
0-level (Cantrip) Conjuration
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).
Ice Magic
0-level (Cantrip) Evocation
PHB
0-level (Cantrip) Transmutation
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
PHB
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
1-level Evocation
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
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.
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 Evocation
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
PHB, page 231
1-level Divination (ritual)
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Nature Magic
1-level Conjuration
Player's Handbook
1-level Necromancy
A creature of your choice that you can see within range regains hit points 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.
PHB
1-level Evocation
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire 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 1d10 for each slot level above 1st.
PHB
2-level Conjuration
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
PHB
2-level Evocation
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
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.
2-level Evocation
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
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.
Player's Handbook, 272
3-level Necromancy
3-level Conjuration
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
PHB
3-level Conjuration
Statblocks for your Trinkets, businesses, building, castles, empires.
Wondrous Item Uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Weight: 15lb
DnD 5e SRD
Adventuring Gear Common
You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.
Cost: 1gp Weight: 7lb
DnD 5e SRD
Adventuring Gear Common
A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
Cost: 2gp Weight: 5lb
DnD 5e SRD
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: 3gp Weight: 5lb
Tool Varies
This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and any potion of healing.
Cost: 5gp Weight: 3lbs
DnD 5e SRD
Adventuring Gear Common
This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
Cost: 2sp Weight: 1lb
DnD 5e SRD
Adventuring Gear Common
This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.
Cost: 5sp Weight: 1lb
DnD 5e SRD
Adventuring Gear Common
A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Cost: 1cp Weight: 1lb
DnD 5e SRD
Adventuring Gear Common
A waterskin can hold 4 pints of liquid.
Cost: 2sp Weight: 5lb
DnD 5e SRD
Adventuring Gear Common
Rope, has 2 hit points and can be burst with a DC 17 Strength check.
Cost: 1gp Weight: 10lb
DnD 5e SRD
Adventuring Gear Common
This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.
Cost: 5sp Weight: 3lb
Spellcasting Focus
Varies
A druid can use a Sprig of Mistletoe (or holly) as a spellcasting focus, as described in the Spellcasting section.
Ammunition
Common
Sling bullets are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Cost: 4cp
Weight: 1 1/2lbs
DnD Basic Rules
Potion
Common
The potion’s red liquid glimmers when agitated.
You regain 2d4+2 hit points when you drink this potion.
Cost: 50 gp
DnD 5e
Potion
Uncommon
A character who drinks the magical red fluid in this vial regains 4d4+4 hit points. Drinking or administering a potion takes an action.
Weight: 1/2 lb
DnD 5e
Potion
Rare
A character who drinks the magical red fluid in this vial regains 8d4+8 hit points. Drinking or administering a potion takes an action.
Weight: 1/2 lb
Trade Good
Very Rare
A transparent blue-white, canary, pink, brown, or blue gemstone.
Cost: 5000gp
Hamund Handbook Volume 1
Adventuring Gear
Varies
The notoriously hard scales of an ancient dragon. Harder than steel yet
surprisingly light, it is the dream of every armoursmith to craft a suit from
this legendary material. Getting them is easier said than done however, as
not only must one kill an ancient dragon first, they must also manage to find
and safely detach the right scales needeed to interlock into a functioning
set of armour.
Cost: Varies
Weight: Varies
DnD 5e SRD SRD
Light Armor Common
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 12 + Dex Modifier |
Cost: 45 gp Weight: 13 lb