+10 | Expertise Bonus | |
+5 | Proficiency Bonus |
+6 | Strength | |
+8 | Dexterity | |
+1 | Constitution | |
+1 | Intelligence | |
+3 | Wisdom | |
+0 | Charisma |
+3 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+6 | Athletics | STR | |
+0 | Deception | CHA | |
+1 | History | INT | |
+8 | Insight | WIS | |
+0 | Intimidation | CHA | |
+6 | Investigation | INT |
+3 | Medicine | WIS | |
+6 | Nature | INT | |
+8 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+1 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+8 | Stealth | DEX | |
+8 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Emerald Dragon's Wrath Longbow (Wakened) | +12 | DEX | 2d8+2+3 | Piercing | |
2d6 psychic damage, (range 150/600ft), nat20 5ft explosion of 5 psychic damage, (1/dawn) 30ft cone 8d6 psychic damage DC16 dex save | |||||
Sunblade | +10 | DEX | 1d8+4+3 | Slashing | |
versatile ( 1d10+2+3 when 2-handing), radiant instead of slashing against undead & extra 1d8 damage, Finesse, 15ft bright light, 15ft dim light |
The statblocks of your Weapons, armor and other important/magical equipment
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
Weapon Finesse, Versatile Rare
This item appears to be a Longsword hilt. While grasping the hilt, you can use a Bonus Action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic Longsword has the Finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to Attack and Damage Rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an Undead with it, that target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Melee | d8 / d10 | Radiant | Melee | Finesse, Versatile |
Weight: 3lb
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
Xanathar's Guide to Everything
Wondrous Item Magical Common
You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.
Cost: 50 - 100gp
Adventuring Gear Common
When a wall doesn’t offer handholds and footholds, you can make your own. A piton is a steel spike with an eye through which you can loop a rope.
Cost: 5cp Weight: 1/4lb
DnD 5e SRD
Adventuring Gear Common
A waterskin can hold 4 pints of liquid.
Cost: 2sp Weight: 5lb
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
Dungeon Master´s Guide (SRD) D&D 5 › Magic Items
Wondrous Item Uncommon
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
DnD 5e DMG
Wondrous Item
Uncommon Requires Attunement
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Fizban's Treasury of Dragons
Weapon
Varies Requires Attunement Requires Attunement
Steeping Level | Abilities |
---|---|
Slumbering | Whenever you roll a 20 attack roll, each creature of your choice within 5ft of the target take 5 damage of the dragon's breath type. |
Stirring | Gain +1 to attack and damage rolls. Attacks deal an extra 1d6 damage of the dragon's breath weapon type. |
Wakened | Increase bonuses to +2 and 2d6 . (1/dawn) as an action, unleash a 30ft cone. Creatures in the area make a DC 16 Dex save, taking 8d6 dragon's breath weapon damage or half as much on a saved throw. |
Ascendant | Increase bonuses to +3 and 3d6 . The unleashed cone is now 60ft and deals 12d6 against a DC 18 save. |
This bow is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d8 | Piercing | 150ft/600ft |
Homebrew
Adventuring Gear
Rare
As long as another badge is not within 100ft, this item will give the holder a light burning sensation in the direction of the closest badge. A character holding this item can spend a Bonus Action to activate or deactivate it. When the badge's been active for a total of 10 minutes, the magic ceases to function until you finish a long rest. An active badge grants the following effects:
Weight: 1/2 lb
DnD 5e DMG
Ammunition
Very Rare
An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow. Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.
Homebrew
Tool
Uncommon
The holder of this magic eye can spend their bonus action to click in the pupil. When they do, the holder of the item rolls a d6 and a sphere of non-magical darkness springs forth in a 50ft radius from the item. This darkness lasts 30 seconds, before subsiding. If the holder rolled a 1, the eye breaks, never to be used again. If the holder rolled a 2+, the eye cannot be used in this way again until the next dawn.
Cost: 50 gp
Weight: 1/4 lb
Homebrew
Adventuring Gear
Rare
If an arcane shot not belonging to the holder of this sigil has been fired within 1000ft, this item will give the holder a light burning sensation in the direction of the shot's impact. This item is activated when the holder makes an attack with a weapon and deactivated if an attack has not been made in the last 18 seconds. When the sigil's been active for a total of 10 minutes, the magic ceases to function until you finish a long rest. An active sigil grants the following effects:
Weight: 1/2 lb
DMG
Tack and Harness
Uncommon
While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.
Armor Magical Uncommon
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Shield | 2 |
Cost: 200 gp Weight: 7lb
The statblocks of your class features
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.
The | Ranger | Spell | Slots | Per | Level | |||
---|---|---|---|---|---|---|---|---|
level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
1 | +2 | Favoured Enemy, Natural Explorer | - | - | - | - | - | - |
2 | +2 | Fighting Style, Spellcastin | 2 | 2 | - | - | - | - |
3 | +2 | Primeval Awareness, Ranger Conclave | 3 | 3 | - | - | - | - |
4 | +2 | Ability Score Improvement | 3 | 3 | - | - | - | - |
5 | +3 | Conclave Feature | 4 | 4 | 2 | - | - | - |
6 | +3 | Greater Favoured Enemy | 4 | 4 | 2 | - | - | - |
7 | +3 | Conclave Feature | 5 | 4 | 3 | - | - | - |
8 | +3 | Ability Score Improvement, Fleet of Foot | 5 | 4 | 3 | - | - | - |
9 | +4 | - | 6 | 4 | 3 | 2 | - | - |
10 | +4 | Hide in Plain Sight | 6 | 4 | 3 | 2 | - | - |
11 | +4 | Conclave Feature | 7 | 4 | 3 | 3 | - | - |
12 | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | - | - |
13 | +5 | - | 8 | 4 | 3 | 3 | 1 | - |
14 | +5 | Vanish | 8 | 4 | 3 | 3 | 1 | - |
15 | +5 | Conclave Feature | 9 | 4 | 3 | 3 | 2 | - |
16 | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | - |
17 | +6 | - | 10 | 4 | 3 | 3 | 3 | 1 |
18 | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 |
19 | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
20 | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |
Ranger Level | Dreamstrider Spells |
---|---|
3rd | protection from good and evil |
5th | see invisibility |
9th | dispel magic |
13th | locate creature |
17th | hold monster |
Armor Class | Strength Score |
Current or Total Hit Points | Dexterity Score |
Proficiency Bonus | Constitution Score |
Total Class Levels | Maneuvers Known |
You learn certain Maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level | Maneuver |
---|---|
3rd | precision strike, scholar's insight |
5th | flaming shot, volley |
9th | thunderous shot |
You learn certain Maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level | Maneuver |
---|---|
3rd | commander's presence, heroic fortitude |
5th | heroic will, rally |
9th | daring rescue |
You learn certain Exploits at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level | Maneuver |
---|---|
3rd | brace up, skilled rider |
5th | defensive stance, take cover |
9th | resilient body |
You learn certain Exploits at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level | Maneuver |
---|---|
3rd | feat of strength, mighty leap |
5th | concussive blow, heroic will |
9th | mythic athleticism |
You learn certain maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level | Maneuver |
---|---|
3rd | commander's presence, wild strike |
5th | execute, intimidating command |
9th | inspirational speech |
You learn certain Maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level | Maneuver |
---|---|
3rd | feinting attack, scholar's insight |
5th | heroic will, whirlwind slash |
9th | heroic focus |
You learn certain maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
FIghter Level | Maneuver |
---|---|
3rd | lightstep, quick toss |
5th | dirty hit, heroic will |
9th | survey wilderness |
You learn certain maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level | Maneuver |
---|---|
3rd | bait and switch, warding strike |
5th | immovable stance, shield impact |
9th | resilient body |
You learn certain maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and they cannot be switched upon gaining a level, or by using your Adaptable Maneuvers feature.
Fighter Level | Maneuver |
---|---|
3rd | mighty leap, survivalist's craft |
5th | improvised skill, take cover |
9th | survey wilderness |
You learn certain maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level | Maneuvers |
---|---|
3rd | menacing shout, ruthless strike |
5th | intimidating command, whirlwind slash |
9th | heroic focus |
Spell | slots | per | Spell | Level | ||
---|---|---|---|---|---|---|
Fighter Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
3rd | 2 | 3 | 2 | - | - | - |
4th | 2 | 4 | 3 | - | - | - |
5th | 2 | 4 | 3 | - | - | - |
6th | 2 | 4 | 3 | - | - | - |
7th | 2 | 5 | 4 | 2 | - | - |
8th | 2 | 6 | 4 | 2 | - | - |
9th | 2 | 6 | 4 | 2 | - | - |
10th | 3 | 7 | 4 | 3 | - | - |
11th | 3 | 8 | 4 | 3 | - | - |
12th | 3 | 8 | 4 | 3 | - | - |
13th | 3 | 9 | 4 | 3 | 2 | - |
14th | 3 | 10 | 4 | 3 | 2 | - |
15th | 3 | 10 | 4 | 3 | 2 | - |
16th | 3 | 11 | 4 | 3 | 3 | - |
17th | 3 | 11 | 4 | 3 | 3 | - |
18th | 3 | 11 | 4 | 3 | 3 | - |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
You learn certain maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level | Maneuver |
---|---|
3rd | lightstep, riposte |
5th | defensive stance, warrior's challenge |
9th | heroic focus |
You learn certain maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level | Maneuver |
---|---|
3rd | first aid, skilled rider |
5th | immovable stance, take cover |
9th | daring rescue |
You learn certain maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level | Maneuver |
---|---|
3rd | disarming attack, charlatan's guile |
5th | dirty hit, volley |
9th | thunderous shot |
You learn certain maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level | Maneuver |
---|---|
3rd | hurl, scholar's insight |
5th | crushing strike, heroic will |
9th | resilient body |
Fighter Level | Number of Runes |
---|---|
3rd | 2 |
7th | 3 |
10th | 4 |
15th | 5 |
You learn certain maneuvers at the fighter levels noted in the table below. They don't count against your total number of Maneuvers Known and can't be switched upon gaining a level.
Fighter Level | Maneuver |
---|---|
3rd | commander's presence, warding strike |
5th | heroic will, feinting attack |
9th | heroic focus |
Fighter Level | Spells Known | Spells Slots | Slot Level |
---|---|---|---|
3rd | 2 | 1 | 1st |
4th | 2 | 2 | 1st |
5th | 3 | 2 | 1st' |
6th | 3 | 2 | 1st |
7th | 4 | 2 | 2nd |
8th | 4 | 2 | 2nd |
9th | 5 | 2 | 2nd |
10th | 5 | 2 | 2nd |
11th | 5 | 2 | 2nd |
12th | 5 | 2 | 2nd |
13th | 6 | 2 | 3rd |
14th | 6 | 2 | 3rd |
15th | 6 | 2 | 3rd |
16th | 6 | 2 | 3rd |
17th | 7 | 2 | 3rd |
18th | 7 | 2 | 3rd |
19th | 7 | 2 | 4th |
20th | 7 | 2 | 4th |
Level | Proficiency Bonus | Features | Second Wind | Weapon Mastery | Combat Superiority | Superiority Dice | Maneuvers Known |
---|---|---|---|---|---|---|---|
1st | +2 | Fighting Style, Second Wind, Weapon Mastery | 2 | 3 | -- | -- | -- |
2nd | +2 | Action Surge, Combat Superiority | 2 | 3 | d6 | 2 | 2 |
3rd | +2 | Martial Archetype | 2 | 3 | d6 | 2 | 3 |
4th | +2 | Feat | 3 | 4 | d6 | 3 | 3 |
5th | +3 | Extra Attack, Weapon Adept | 3 | 4 | d8 | 3 | 4 |
6th | +3 | Know Your Enemy | 3 | 4 | d8 | 3 | 4 |
7th | +3 | Martial Archetype Feat ure | 3 | 4 | d8 | 3 | 5 |
8th | +3 | Feat | 3 | 4 | d8 | 4 | 5 |
9th | +4 | Advanced Maneuvers, Indomitable | 3 | 4 | d8 | 4 | 6 |
10th | +4 | Martial Archetype Feature, Weapon Expert | 4 | 5 | d8 | 4 | 6 |
11th | +4 | Improved Extra Attack | 4 | 5 | d10 | 4 | 7 |
12th | +4 | Feat | 4 | 5 | d10 | 5 | 7 |
13th | +5 | Heroic Maneuvers | 4 | 5 | d10 | 5 | 8 |
14th | +5 | Feat | 4 | 5 | d10 | 5 | 8 |
15th | +5 | Martial Archetype Feature, Improved Action Surge | 4 | 5 | d10 | 5 | 9 |
16th | +5 | Unconquerable, Feat | 4 | 5 | d10 | 6 | 9 |
17th | +6 | Legendary Maneuvers, Superior Extra Attack | 4 | 5 | d12 | 6 | 10 |
18th | +6 | Martial Archetype Feature | 4 | 5 | d12 | 6 | 10 |
19th | +6 | Relentless, Feat | 4 | 5 | d12 | 6 | 10 |
20th | +6 | Mythic Combatant | 4 | 5 | d12 | 6 | 10 |
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 travelling 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 realise 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.
Feature: Why Are You Here?
A far traveller might have set out on a journey for one of a number of reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll on the table below or choose from the options provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.
d6 Reason
You’ve manifested some of the power of metallic dragons, granting you the following benefits:
Statblocks for your familiars, mounts etc.
+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+5 | Strength | |
+3 | Dexterity | |
+5 | Constitution | |
+0 | Intelligence | |
+4 | Wisdom | |
+0 | Charisma |
+3 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+2 | Athletics | STR | |
+0 | Deception | CHA | |
+0 | History | INT | |
+1 | Insight | WIS | |
+0 | Intimidation | CHA | |
+0 | Investigation | INT |
+1 | Medicine | WIS | |
+0 | Nature | INT | |
+4 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+0 | Religion | INT | |
+6 | Sleight of Hand | DEX | |
+6 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Bite | +5 | STR | 2d6+2 | Piercing | |
Basic. Can teleport before or after using. | |||||
Stomp | +5 | STR | 1d12+2 | Bludeoning | |
Secondary. Heavy |
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
+10 | Expertise Bonus | |
+5 | Proficiency Bonus |
-1 | Strength | |
+5 | Dexterity | |
+0 | Constitution | |
+10 | Intelligence | |
+7 | Wisdom | |
+1 | Charisma |
+10 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+10 | Arcana | INT | |
-1 | Athletics | STR | |
+1 | Deception | CHA | |
+10 | History | INT | |
+7 | Insight | WIS | |
+1 | Intimidation | CHA | |
+5 | Investigation | INT |
+2 | Medicine | WIS | |
+5 | Nature | INT | |
+7 | Perception | WIS | |
+6 | Performance | CHA | |
+1 | Persuasion | CHA | |
+5 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
LongBow | +10 | DEX | 1d8+5 | piercing | |
ranged (150/600ft), ammunition, heavy, two-handed | |||||
Dancing Longsword | +10 | DEX | 1d8+5 | piercing | |
Finesse, Versatile (2-handed 1d10 ), b.action (command word) sword flies 30ft, attacks creature next to it. moves 30ft per turn for bonus action. must stay with-in 30ft. returns to owner after 4th attack. | |||||
Moon-Touched Longsword | +10 | DEX | 1d8+5 | slashing | |
Finesse, Versatile (2-handed 1d10 ), 15ft of bright light, 15ft of dim light | |||||
Handaxe | -1 | STR | 1d6-1 | Slashing | |
Light, Thrown (20/60) |
+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+4 | Strength | |
+3 | Dexterity | |
+8 | Constitution | |
+5 | Intelligence | |
-1 | Wisdom | |
+2 | Charisma |
+0 | Acrobatics | DEX | |
-1 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+8 | Athletics | STR | |
+2 | Deception | CHA | |
+1 | History | INT | |
-1 | Insight | WIS | |
+2 | Intimidation | CHA | |
+1 | Investigation | INT | |
+9 | History (Stonework) | INT |
-1 | Medicine | WIS | |
+1 | Nature | INT | |
+3 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
+1 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
-1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Warhammer | +9 | STR | 1d8+1+4 | bludgeoning | |
2-handed 1d10 , Adamantine(damage die+1, Crit on 16+, doesn't break), Returning Weapon, thrown (range 20/60) | |||||
Thunder Gauntlet | +8 | STR | 1d8+4 | thunder | |
hits impose disadvantage on attack rolls against targets other than you until the start of your next turn |
+12 | Expertise Bonus | |
+6 | Proficiency Bonus |
+8 | Strength | |
+6 | Dexterity | |
+13 | Constitution | |
+3 | Intelligence | |
+7 | Wisdom | |
+11 | Charisma |
+0 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+9 | Arcana | INT | |
+8 | Athletics | STR | |
+5 | Deception | CHA | |
+9 | History | INT | |
+1 | Insight | WIS | |
+5 | Intimidation | CHA | |
+3 | Investigation | INT |
+7 | Medicine | WIS | |
+3 | Nature | INT | |
+13 | Perception | WIS | |
+5 | Performance | CHA | |
+11 | Persuasion | CHA | |
+9 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+6 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Bite | +14 | STR | 2d10+8 | Piercing | |
reach 10ft, d8+3 cold damage, bit creatures make DC 16 Con Save becoming paralyzed until the start of your next turn on a failure. | |||||
Silvered Sickle Claw | +17 | STR | 2d6+3+8 | Slashing | |
reach 5ft, Silvered, Always make 2 attacks with this weapon | |||||
Tail | +14 | STR | 2d8+8 | Bludgeoning | |
reach 15ft | |||||
Cold Breath | +5 | CHA | 11d8+3 | Cold | |
60ft-cone, DC19 Con save, failed save = half speed for 1 minute. Optional: creatures of your choice in the area gain temporary HP = to half the roll instead of taking damage. Temp hp also halves speed | |||||
Paralyzing Breath | +5 | CHA | Paralyzed | ||
60ft-cone, DC19 Con save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Optional: creatures of your choice in the area gain + d4 on their Con saves for the next minute instead. |
+10 | Expertise Bonus | |
+5 | Proficiency Bonus |
+13 | Strength | |
+2 | Dexterity | |
+12 | Constitution | |
-1 | Intelligence | |
+5 | Wisdom | |
+3 | Charisma |
+7 | Acrobatics | DEX | |
+5 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+13 | Athletics | STR | |
+3 | Deception | CHA | |
-1 | History | INT | |
+10 | Insight | WIS | |
+8 | Intimidation | CHA | |
-1 | Investigation | INT |
+5 | Medicine | WIS | |
-1 | Nature | INT | |
+10 | Perception | WIS | |
+3 | Performance | CHA | |
+3 | Persuasion | CHA | |
-1 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+15 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Bite | +13 | STR | 3d10+8 | Piercing | |
reach 10ft, extra 2d10 against Large or bigger creatures | |||||
Claw & DK Longsword | +13 | STR | 2d6+8 | Slashing | |
reach 5ft, (Sentient) make an extra attack that deals 4d8+8 necrotic damage. Versatile | |||||
Claw & Sword of Sharpness | +13 | STR | 2d6+8 | Slashing | |
reach 5ft, make an extra attack that deals 1d8+8 slashing damage. Nat 20: extra 14 damage + roll again, another 20 lops off a limb. Command word: 10ft bright light, 10ft dim light. Versatile | |||||
Tail & Hammers | +13 | STR | 2d8+8 | Bludgeoning | |
Once per round, reach 15ft, if the target's within 10ft make 2 extra attacks that deal 1d6+8 thunder damage each | |||||
Fire Breath | +7 | CON | 7d6 | Fire | |
15ft cone, DC20 DEX save, Breath Weapon. 1d6 x (Con mod) fire damage. DC = 8+Con Mod+Prof | |||||
Lightning Breath | +7 | CON | 5d10 | Lightning | |
30ft line, DC20 DEX save, Breath Weapon. 1d10 x (Prof) lightning damage. DC = 8+Con Mod+Prof |
+12 | Expertise Bonus | |
+6 | Proficiency Bonus |
+7 | Strength | |
+11 | Dexterity | |
+1 | Constitution | |
+1 | Intelligence | |
+3 | Wisdom | |
+0 | Charisma |
+5 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+7 | Athletics | STR | |
+0 | Deception | CHA | |
+1 | History | INT | |
+9 | Insight | WIS | |
+0 | Intimidation | CHA | |
+7 | Investigation | INT |
+3 | Medicine | WIS | |
+7 | Nature | INT | |
+9 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+1 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+11 | Stealth | DEX | |
+9 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Emerald Dragon's Wrath Longbow (Wakened) | +16 | DEX | 2d8+3+5 | Piercing | |
2d6 psychic damage, (range 150/600ft), nat20 5ft explosion of 5 psychic damage, (1/dawn) 30ft cone 8d6 psychic damage DC16 dex save | |||||
Staff of the Forest Warden (Sunblade) | +14 | DEX | 1d8+5+5 | Slashing | |
Versatile ( 1d10+3+5 when 2-handing), radiant instead of slashing against undead & extra 1d8 damage, Finesse, 15ft bright light, 15ft dim light. | |||||
Staff of the Forest Warden (Stormpike) | +14 | DEX | 1d10+3+5 | Piercing | |
Heavy, Reach, 2-Handed, lightning damage instead against fiends & extra 1d10 damage, thrown (30/120), when thrown deal 4d6 lightning damage to every creature on the firing line. | |||||
Staff of the Forest Warden (Thunderstaff) | +14 | DEX | 1d6+5+5 | Bludgeoning | |
Versatile ( 1d8+3+5 when 2-handing), Expanding, thunder damage instead against constructs & double the total damage, creatures hit by this must make DC 17 CON saves or be stunned until the end of your next turn. | |||||
Frost Bow of Onterrus | +17 | DEX | 2d8+4+5 | Cold | |
2d8 radiant damage. range (120/400ft). Target's speed -10 if they fail CON save = spell DC, fail by 5+ target is paralyzed until the start of your next turn. If miss: target creature within 15ft heals 5Hp |
Statblocks for your spells.
SRD
1-level Abjuration
SRD
1-level Transmutation
Player's Handbook (Woc)
1-level Evocation
SRD
2-level Conjuration
SRD
2-level Transmutation
SRD
2-level Transmutation
SRD
3-level Transmutation
XGE
3-level Transmutation
SRD
3-level Conjuration
Statblocks for your Trinkets, businesses, building, castles, empires.