+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
-1 | Strength | |
+4 | Dexterity | |
+10 | Constitution | |
+9 | Intelligence | |
+11 | Wisdom | |
+4 | Charisma |
+6 | Acrobatics | DEX | |
+5 | Animal Handling | WIS | |
+3 | Arcana | INT | |
-3 | Athletics | STR | |
+2 | Deception | CHA | |
+3 | History | INT | |
+9 | Insight | WIS | |
+2 | Intimidation | CHA | |
+3 | Investigation | INT |
+9 | Medicine | WIS | |
+7 | Nature | INT | |
+9 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
+3 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+9 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e PHB
Armor (Medium)
Common
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Medium | 12 + Dex modifier (max 2) | No |
Cost: 10gp
Weight: 12 lb
DnD 5e PHB
Armor (Shield)
Common
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Shield | +2 | No |
Cost: 10gp
Weight: 6 lb
Weapon
Common
Properties: VersatileType | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 / 1d8 | Bludgeoning | 5 ft |
Cost: 2 sp
Weight: 2 lb
PHB, page 151
Adventuring Gear
Common
Includes:
Cost: 10gp
Weight: 35lb
DnD 5e XAN
Tool Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
Components. An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
Arcana. Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
Investigation. When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
Medicine. Your mastery of herbalism improves your methods of care with medicinal plants.
Nature and Survival. When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
Identify Plants. You can identify most plants with a quick inspection of their appearance and smell.
HERBALISM KIT
Activity | DC |
---|---|
Find plants | 15 |
Identify poison | 20 |
Type | Time | Cost |
---|---|---|
Healing | 1 day | 25 gp |
Greater healing | 1 workweek | 100 gp |
Superior healing | 3 workweeks | 1,000 gp |
Supreme healing | 4 workweeks | 10,000 gp |
Cost: 5 gp Weight: 3 lb.
DnD 5e SRD
Wondrous Item Very Rare (this item requires attunement)
This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to Saving Throws while you wear it. Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast Magic Missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.
SRD
Ring You gain a +1 bonus to AC and Saving Throws while wearing this ring. Rare (this item requires attunement)
The statblocks of your class features
Player's Handbook p64
The | Druid | Spell | Slots | per | Spell | Level | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | +2 | Druidic, Spellcasting | 2 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | Wild Shape, Wild Companion, Druid Circle | 2 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | - | 2 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | Wild Shape Improvement, Ability Score Improvement, Cantrip Versatility | 3 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | - | 3 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 | Druid Circle feature | 3 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | - | 3 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | +3 | Wild Shape Improvement, Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | - | 3 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | +4 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | +5 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Timeless Body, Beast Spells | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 1 |
20th | +6 | Archdruid | 4 | 4 | 3 | 3 | 3 | 2 | 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 |
Tasha's Cauldron of Everything p38
Level | Feature |
---|---|
2nd | Star Map, Starry Form |
6th | Cosmic Omen |
10th | Twinkling Constellations |
14th | Full of Stars |
d6 | Star Map Form |
---|---|
1 | A scroll covered with depictions of constellations |
2 | A stone tablet with fine holes drilled through it |
3 | A speckled owlbear hide, tooled with raised marks |
4 | A collection of maps bound in an ebony cover |
5 | A crystal that projects starry patterns when placed before a light |
6 | Glass disks that depict constellations |
You awaken the ability to mentally connect with others, granting you the following benefits:
Choose one ability score. You gain the following benefits:
The title bestowed upon one blessed by the stars of Evalon. A druid with this blessing has access to the ever changing consolations of the realm. A Fated Astronomer can, once per turn, use the power of another constellation as long as they have the required available. They can use this an amount of times equal to their proficiency bonus. They regain all expanded uses on a long rest.
This title grants the user access to new constellations from which they can choose when they enter their starry form mode. Cat. A constellation of a mischievous cat appears on you. Your movement speed increases by 10 ft. As a reaction you can grant advantage on an attack roll or skill check to anyone you can see within 30 ft. of you.
Source: Tasha's Cauldron of Everything You learn to move things with your mind, granting you the following benefits:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
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
Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.
MM 80
Multiattack. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target. Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 2d6+1 slashing damage.
Giant owls often befriend fey and other sylvan creatures and are guardians of their woodland realms.
Dive Attack. If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target. Flyby. The quetzalcoatlus doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6 + 2) piercing damage.
Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Water Breathing. The shark can breathe only underwater.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 3d10+6 piercing damage.
a giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.
Trampling Charge. If the mammoth moves at least 20 feet straight forward toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 4d8+7 piercing damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone target. Hit: 29 4d10+7 bludgeoning damage.
A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subartic to subtropical.
Any
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
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.
Flyby. The snake doesn't provoke opportunity attacks when it flies out an enemy's reach.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 3d4 poison damage.
A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils.
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Water Breathing. The sea horse can breathe only underwater.
Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 2d6 damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 2d6+4 bludgeoning damage.
hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 4d8+4 bludgeoning damage.
The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.
Statblocks for your spells.
SRD
0-level (Cantrip) Divination
SRD
0-level (Cantrip) Evocation
SRD
0-level (Cantrip) Transmutation
SRD
0-level (Cantrip) Transmutation
PHB: P. 248
1-level Evocation
Ritual - does not require spell slot, takes 10 minutes longerXanathar's Guide to Everything
1-level Abjuration
SRD
1-level Evocation
SRD
2-level Transmutation
SRD
2-level Abjuration
PHB
2-level Divination
SRD
1-level Enchantment
Ritual - does not require spell slot, takes 10 minutes longerSRD
3-level Transmutation
SRD
3-level Conjuration
SRD
3-level Abjuration
SRD
3-level Transmutation
TCSR
3-level Conjuration
SRD
3-level Necromancy
Player's Handbook
4-level Illusion
Player's Handbook
4-level Evocation
Player's Handbook
4-level Transmutation
PHB
7-level Conjuration
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.
Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a ninecourse banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.
Statblocks for your Trinkets, businesses, building, castles, empires.
Homebrew
Wondrous Item
Common
A tiny pot with a four leaf clover planted in it.
Cost: 1 sp
Weight: 1 lb