+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+7 | Strength | |
+5 | Dexterity | |
+1 | Constitution | |
+0 | Intelligence | |
+4 | Wisdom | |
+2 | Charisma |
+2 | Acrobatics | DEX | |
+6 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+4 | Athletics | STR | |
+2 | Deception | CHA | |
+0 | History | INT | |
+3 | Insight | WIS | |
+2 | Intimidation | CHA | |
+0 | Investigation | INT | |
+3 | Herbalism Kit | INT |
+3 | Medicine | WIS | |
+3 | Nature | INT | |
+6 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
+0 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Sickle | +7 | STR | 1d4+4 | Slashing | |
Light, Slashing | |||||
Pitchfork (Melee) | +7 | STR | 1d8+4 | Piercing | |
Piercing | |||||
Pitchfork (Thrown) | +5 | DEX | 1d6+2 | Piercing | |
Range 20/60ft | |||||
Hand Axe | +7 | STR | 1d6+4 | Slashing | |
Light, Slashing | |||||
Reinforced Door | +4 | STR | 1d8+4 | Bludgeoning | |
Improvised, Disadvantage | |||||
Quick Patch-up | +3 | WIS | 1d8 | Heal | |
Bonus Action, 5ft Range | |||||
Monkey- Fist | +5 | INT | 1d6+3 | Bludgeoning |
The statblocks of your Weapons, armor and other important/magical equipment
Adventuring Gear Common
This long, heavy coat is made of reinforced leather and provides protection from the elements and during combat.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 12 + Dex Modifier |
Cost: 50 gp Weight: 13 lb
DnD 5e SRD SRD
Melee Weapon Thrown, Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 / 1d8 | Piercing | 20/60 ft | Thrown, Versatile |
Cost: 5 gp Weight: 4 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 (Heavy, Shield)
Uncommon
Armor Class (Shield): +2 AC Armor Class (Armor Enhancement): If attached to armor, grants an additional +1 AC, but only if the door remains closed. Weight: 50 lbs Properties: Heavy, UnwieldyImprovised Weapon: The reinforced door can be used as an improvised weapon, dealing 1d8 bludgeoning damage on a hit. You have disadvantage on attack rolls when using it in this way due to its size and awkwardness.
Cumbersome: While wearing or carrying the door, the wielder has disadvantage on Dexterity (Stealth) checks and cannot dash.
This is a sturdy, wooden dungeon door that has seen its fair share of use, likely pried off its hinges from a long-forgotten fortress. Standing nearly 6 feet tall and weighing around 50 pounds, it is made of thick, aged oak, its surface scarred with battle marks and weathered by the passage of time. Iron bands crisscross the door, reinforcing its frame and giving it an intimidating, almost indestructible appearance. Heavy metal studs are hammered into the surface, and a large, rusted iron handle still dangles loosely from one side.
The hinges remain intact but squeak ominously whenever the door swings, whether intentionally or due to its unpredictable nature. The metal reinforcements grant it resilience, making it difficult to break or damage, and its sheer weight makes it an impromptu bulwark when worn on the back. Though it offers substantial protection, it also carries the risk of unpredictability, as it has a habit of swinging open without warning, leaving its bearer vulnerable—or potentially knocking foes off their feet.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Heavy, Shield | +2 or +1 | Yes |
Type | Damage | Damage | Range |
---|---|---|---|
None | 1d8 | Bludgeoning | 5ft |
Weight: 50
Armor
Rare Required/Automatic: DC 15 Wisdom save
The amulet is cursed and induces uncontrollable rage in its wearer. Once attuned, you cannot unattune or remove the amulet unless targeted by a remove curse spell or similar magic. While wearing the amulet, you must succeed on a DC 15 Wisdom saving throw at the start of each combat. On a failed save, you enter a berserk rage, attacking the nearest creature (friend or foe) until you or it drops to 0 hit points or until you can't reach the creature to make a melee attack against it. During this rage, you have advantage on attack rolls but disadvantage on all other ability checks and saving throws.This amulet is made of dark metal and bears an inscription of a snarling beast. It grants the wearer a +1 bonus to Strength-based attack and damage rolls.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
No |
Cost: 50sp
Weight: 1lbs
The statblocks of your class features
Simple Weapon Proficiency: You gain proficiency with simple weapons, including farm implements such as pitchforks, sickles, and flails.
Tool Proficiency: You gain proficiency with one type of artisan's tools or vehicles of your choice, reflecting your expertise in a specific aspect of farming.
Thorny Grasp: As an action, you can cause thorny vines to erupt from the ground in a 10-foot radius around you. Each creature of your choice within the area must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take 1d8 piercing damage and be restrained until the start of your next turn.
Animal Handling Proficiency: You gain proficiency in the Animal Handling skill if you don't already have it.
Speak with Animals: You can cast the spell "speak with animals" at will, without expending a spell slot. You can communicate simple ideas with beasts.
Beast Attack: When you use the Attack action, you can command a friendly beast within 30 feet of you to make a single attack as a reaction. The beast uses your proficiency bonus for its attack rolls and damage.
Field Triage: During a short rest, you can use improvised medical supplies to heal yourself or an ally. Spend hit dice as if you were spending hit points and add your Wisdom modifier to the hit points regained.
Stabilize: You gain the ability to stabilize a dying creature as an action without needing to make a Medicine check.
Quick Patch-Up: As a bonus action, you can spend one hit die to heal yourself or an ally within 5 feet for 1d8 + your Wisdom modifier.
Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 14th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Bonded Companion: You gain a loyal animal companion that accompanies you on your adventures. Choose a beast with a challenge rating of 1/2 or lower. Your companion's hit points increase by your farmer level x 5. Your animal companion acts on your initiative and obeys your commands to the best of its ability.
Choose between the Crop Tender or Livestock Herder subclass.
Natural Armor: You gain the ability to craft rudimentary armor from natural materials. While wearing no armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
Thorny Defense: As a reaction when you take damage from a creature within 5 feet of you, you can cause thorns to burst from your body. The creature must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take 2d6 piercing damage. The damage increases to 3d6 at level 11 and 4d6 at level 17.
Farm Implements Attack: You can add your proficiency bonus to attack rolls made with farm implements.
Versatile Tools: You can use farm implements as versatile weapons, dealing additional damage when wielded with two hands (increase the damage die by one step: e.g., from 1d6 to 1d8).
Nature's Wrath: When you hit a creature with a farm implement, you can cause thorny vines to lash out at the creature, dealing an extra 1d8 piercing damage. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) per long rest.
Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 14th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Size Increase: At 8th level, your animal companion grows in size, increasing to Medium if it was Small, or to Large if it was Medium.
Ability Score Improvement: Increase two of your companion's ability scores by 2 each.
Damage Increase: Your companion's attack damage increases by one die (e.g., from 1d6 to 2d6).
Gain the next feature from your chosen subclass.
Fertile Soil: As an action, you can magically enrich soil within a 30-foot radius centered on a point within 60 feet of you. For 1 hour, plants in the area grow rapidly, providing three-quarters cover to creatures standing behind them. Difficult terrain created by this feature lasts for 1 hour.
Entangling Plants: When you use Fertile Soil, you can cause the plants to entangle enemies. Choose a number of creatures equal to your Wisdom modifier within the affected area; they must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be restrained until the start of your next turn.
Additional Attack: Your animal companion can attack twice, instead of once, whenever it takes the Attack action on its turn.
Improved Healing: Your Field Triage feature now restores additional hit points equal to your Wisdom modifier + your farmer level.
Emergency Response: You can use your Quick Patch-Up feature as a reaction when a creature within 5 feet of you takes damage.
Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 14th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Size Increase: Your animal companion grows again, increasing to Large if it was Medium, or to Huge if it was Large.
Ability Score Improvement: Increase two of your companion's ability scores by 2 each.
Damage Increase: Your companion's attack damage increases by another die (e.g., from 2d6 to 3d6).
Call of the Wild: Once per long rest, you can summon a stampede of animals to trample foes in their path. Each creature of your choice within 30 feet of you must make a Strength saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take 5d8 bludgeoning damage and be knocked prone. On a successful save, the creature takes half damage and isn't knocked prone.
Frenzied Stampede: The first time each turn that an enemy fails their saving throw against your Stampede, you or a friendly creature within 30 feet can make a melee weapon attack as a reaction.
Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 14th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Defensive Boost: Your animal companion gains a bonus to its AC and saving throws equal to your Wisdom modifier.Gain the next feature from your chosen subclass.
Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 14th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Ability Score Improvement: Increase two of your companion's ability scores by 2 each.
Damage Increase: Your companion's attack damage increases by a die size (e.g., from 3d10 to 3d12)
Gain the final feature from your chosen subclass.
Animal Empathy: You can cast the "dominate beast" spell once per short or long rest without expending a spell slot. The target must be a beast, and it has disadvantage on the saving throw if it's fighting against your companion.
Combat Command: When your animal companion makes an attack, you can use your reaction to grant it advantage on that attack.
Enduring Spirit: You have advantage on saving throws against effects that would cause you to become frightened or charmed. Additionally, you gain proficiency in Wisdom saving throws if you don't already have it.
Regrowth: You gain temporary hit points equal to your Wisdom modifier at the start of each of your turns if you have at least 1 hit point remaining.
Essence of the Land: Once per long rest, you can channel the essence of the land, unleashing a wave of life energy. As an action, you restore hit points equal to 5d8 + your Wisdom modifier + your farmer level to all allies within a 30-foot radius centered on you. In addition, for the next minute, all plants within the area grow rapidly, doubling in size and providing full cover to creatures behind them.
Rejuvenating Aura: For the next minute after using Essence of the Land, you and your allies within the area regain hit points equal to your Wisdom modifier at the start of each of your turns.
Green Thumb: You gain advantage on ability checks related to plants and plant-based creatures. Additionally, you can identify plant species and determine their properties with ease.
Combat Growth: You can use your action to magically cause plants in a 20-foot radius centered on you to rapidly grow. These plants are difficult terrain for your enemies but not for you or your allies. This effect lasts for 1 minute.
Vine Grasp: As an action, you can summon entangling vines in a 20-foot square within 60 feet of you. Creatures in the area must make a Strength saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be restrained until the start of your next turn. The restrained creature can use its action to make a Strength check against your spell save DC, freeing itself on a success.
Thorn Whip: You can cast the "thorn whip" cantrip. When you cast it, you can make a melee spell attack against a creature and pull the creature up to 10 feet closer to you if it is Large or smaller.
Harvest's Bounty: You gain the ability to magically enhance the growth of plants. Once per long rest, you can cast the "plant growth" spell without expending a spell slot. Additionally, plants within 30 feet of you regain 1d8 hit points at the start of your turn.
Vine Lash: When you use your Vine Grasp feature, you can cause the vines to deal 3d8 piercing damage to any creature that fails its saving throw.
Nature's Shield: As a reaction when you or an ally within 30 feet of you takes damage, you can summon a barrier of thick vegetation to absorb the blow. The target gains resistance to the triggering damage type until the end of their next turn. Additionally, the barrier deals 1d8 piercing damage to the attacker.
Thorny Defense: When you use Nature's Shield, the attacking creature must also make a Dexterity saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or take 3d8 piercing damage and be restrained until the end of its next turn.
Deep Connection: Your bond with your animal companion strengthens. Your companion gains proficiency in two skills of your choice and adds your proficiency bonus to its damage rolls.
Combat Training: Your animal companion can use its bonus action to take the Help, Dodge, or Disengage action.
Herd Defender: Your animal companion can use its reaction to impose disadvantage on an attack roll against a creature within 5 feet of it.
Coordinated Assault: When you and your companion are within 10 feet of each other, you both gain advantage on attack rolls against a creature if at least one of you is adjacent to it and the other is within 5 feet of it.
Pack Hunter: When your animal companion hits a creature with an attack, you can use your reaction to make a melee weapon attack against the same creature.
Trample Expert: The damage dealt by your Stampede feature increases to 6d8 bludgeoning damage. Additionally, creatures knocked prone by the stampede must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be stunned until the end of their next turn.
Frenzied Stampede: The first time each turn that an enemy fails their saving throw against your Stampede, you or your animal companion can make a melee weapon attack as a reaction.
Alpha Presence: Your presence empowers beasts around you. You and your animal companion gain advantage on all saving throws while within 30 feet of each other. Additionally, your companion can use its reaction to make an opportunity attack against a creature that moves out of its reach.
Savage Assault: Your animal companion can make two attacks when it takes the Attack action on its turn.
Pack Leader: You can command your animal companion and any friendly beasts within 60 feet of you to make a single attack as a reaction.
Statblocks for your familiars, mounts etc.
Monster Manual
Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Variant Giant Lizard Traits: Some giant lizards have one or both of the following traits: Hold Breath. The lizard can hold its breath for 15 minutes. A lizard that has this trait also has a swimming speed of 30 feet. Spider Climb. The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Coastal, Desert, Forest, Swamp, Underdark
Statblocks for race/species of the character.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Loxodon Serenity. You have advantage on saving throws against being charmed or frightened. Natural Armor. You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Trunk. You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell. Keen Smell. Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.
Languages. Common, and Loxodon.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Evolving Cantrips
0-level (Cantrip) Abjuration
Whispering to the spirits of nature, you create one of the following effects within range:
• You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
• You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
• You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a small campfire.
At higher levels: At 5th Level.
You gain a deeper control over the elements and can create one of the following effects within range:
Xanathar's Guide to Everything
0-level (Cantrip) Transmutation
0-level (Cantrip) Transmutation
1-level Evocation
Player's Handbook
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerDungeons & Dragons 5e
2-level Transmutation
Player's Handbook
2-level Transmutation
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the effect until the spell ends.
Dungeons & Dragons 5e
2-level Transmutation
Dungeons & Dragons 5e
3-level Transmutation
Statblocks for your Trinkets, businesses, building, castles, empires.