+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+1 | Strength | |
+1 | Dexterity | |
+3 | Constitution | |
+5 | Intelligence | |
+6 | Wisdom | |
+0 | Charisma |
+1 | Acrobatics | DEX | |
+6 | Animal Handling | WIS | |
+5 | Arcana | INT | |
+1 | Athletics | STR | |
+0 | Deception | CHA | |
+3 | History | INT | |
+4 | Insight | WIS | |
+0 | Intimidation | CHA | |
+3 | Investigation | INT | |
+5 | Technology | INT |
+6 | Medicine | WIS | |
+5 | Nature | INT | |
+4 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+3 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+4 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Unarmed Strike | +3 | STR | 1+1 | bludgeoning | |
Light Crossbow | +1 | DEX | 1d8+1+1 | piercing | |
Ammunition(range80/320) |
The statblocks of your Weapons, armor and other important/magical equipment
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.
Basic Rules, pg. 121
Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Monster Manual
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Environment. Forest, Marsh, Swamp, Urban
Monster Manual
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack. The bear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Homebrew
One With Nature: Difficult terrain caused by plants does not cost extra movement.
Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 1d8+4 piercing damage.
Distract: Use the disengage action. Sneaky: Use the hide action.
Pincer Maneuvre: When an ally moves within 5 ft of a creature you can move up to your speed towards the creature.
Brutal: You crittically hit on a roll of 19-20. Pinner: When you hit a creature with a melee attack that creature has movement 0 until the end of their next turn. One With Nature: Difficult terrain caused by plants does not cost extra movement.
Claw: Melee Weapon Attack: +6 to hit, rech 5 ft, one creature. Hit: 12 2d6+5 slashing damage.
Lash Out: When you become bloodied (hp is lower than half your maximum) you can make a single Claw attack to a creature within 5 ft.
Brutal: You critically hit on a roll of 19 or 20. Magic Resistance: You have advantage on saving throws against spells and other magical effects. Sure Footed: You have advantage on Strenght and Dexterity checks against being knocked prone.
Trample: Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 22 4d10 bludgeoning damage. On a hit the target must succeed a DC 15 dexterity saving throw or be knocked prone.
Homebrew
Brutal: You critically hit on a 19 or 20. Pack Tacktics: You have advantage on attack rolls if an ally is within 5 ft.
Bite: Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit 14 3d6+4 piercing damage. Swallow: You try to grapple a creature within 5ft. (Dooming 1) If the creature is still grappled it takes 12 5d4 piercing damage.
Devour: When you reduce an adjacent creature to 0 hit point, you can swallow it. At the start of each of your turns the creature gains one failed death saving throw. If you take damage, you must succeed on a Constitution saving throw with a DC of 5 + the damage taken, or regurgitate the creature.
Sneak Attack: If you have advantage you deal 3 extra damage. Amphibious: You can breath air and water. Keen Smell: you have advantage on Wisdom (Perception) checks that rely on smell.
Tail Slam: Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 19 3d10+3 bludgeoning damage. Bite: (Cooldown 1) Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit 27 4d12+3 bludgeoning damage, and the target is pulled 10 ft with you.
Sneaky: You take the hide action.
Statblocks for race/species of the character.
You are a Construct.
You are encased in thin metal or some other durable material. While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.
You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from several spells that preserve life but that normally don't affect Constructs: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying.
You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don't need to eat, drink, or breathe.
When you take a long rest, you spend at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, you appear inert, but you remain conscious.
You gain two tool proficiencies of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
Damage Treshold: An attack needs to deal a minimum of 10 damage to do any damage.