+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+3 | Strength | |
+5 | Dexterity | |
+3 | Constitution | |
+1 | Intelligence | |
+0 | Wisdom | |
+0 | Charisma |
+3 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+3 | Athletics | STR | |
+0 | Deception | CHA | |
+1 | History | INT | |
+0 | Insight | WIS | |
+0 | Intimidation | CHA | |
+1 | Investigation | INT |
+2 | Medicine | WIS | |
+3 | Nature | INT | |
+2 | Perception | WIS | |
+0 | Performance | CHA | |
+2 | Persuasion | CHA | |
+1 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Club | +3 | STR | 1d4+1+1 | Bludgeoning | |
1htmple, Ligh | |||||
Longbow | +5 | DEX | 1d8+3+3 | Piercong | |
Martial, Ammunition, Heavy, Two-Handed, Range (150/600) | |||||
Spear | +3 | STR | 1d8+1+1 | Piercing | |
Simple, Thrown, Versatile, Range (20/60) | |||||
Spear | +5 | DEX | 1d6+2+3 | Pieecing | |
Simple, Thrown, Versatile, Range (20/60) | |||||
Unarmed Strike | +1 | STR | 2+1 | Bludgeoning |
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Common
Ammunition, Heavy, Range, Two-Handed
A type of bow that is tall – roughly equal to the height of the user – allowing the archer a fairly long draw. A longbow is not significantly recurved.
Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Ranged | 1d8 | Piercing | 150 ft/600 ft |
Cost: 50 gp
Weight: 2 lb.
Ammunition
Common
Arrows 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 and Weight isbper bundle of 20.
Cost: 1 gp
Weight: 1 lb
Weapon
Common
Thrown, VersatileA pole weapon consisting of a shaft, usually of wood, with a pointed head. The head may be simply the sharpened end of the shaft itself or it may be made of a more durable material fastened to the shaft.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 / 1d8 | Piercing | 5 ft | 20 ft/60 ft |
Cost: 1 gp
Weight: 3 lb.
Weapon
Common
Light
A simple wooden or metal one-handed weapon, usually with a solid contact end.
Proficiency with a club allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Bludgeoning | 5 ft |
Cost: 1 sp
Weight: 2 lb.
The statblocks of your class features
Spell Slots per Spell Level | ||||||||
---|---|---|---|---|---|---|---|---|
Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
1st | +2 | Favored Enemy, Natural Explorer | - | - | - | - | - | - |
2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | - | - | - | - |
3rd | +2 | Ranger Archetype, Primeval Awareness | 3 | 3 | - | - | - | - |
4th | +2 | Ability Score Improvement | 4 | 3 | - | - | - | - |
5th | +3 | Extra Attack | 4 | 4 | 2 | - | - | - |
6th | +3 | Extra Favored Enemy and Favored Terrain | 4 | 4 | 2 | - | - | - |
7th | +3 | Ranger Archtype Feature | 5 | 4 | 3 | - | - | - |
8th | +3 | Ability Score Improvement, Land's Stride | 6 | 4 | 3 | - | - | - |
9th | +4 | - | 6 | 4 | 3 | 2 | - | - |
10th | +4 | Extra Favored Enemy and Favored Terrain, Hide in Plain Sight | 7 | 4 | 3 | 2 | - | - |
11th | +4 | Ranger Archetype Feature | 8 | 4 | 3 | 3 | - | - |
12th | +4 | Ability Score Improvement | 8 | 4 | 3 | 3 | - | - |
13th | +5 | - | 9 | 4 | 3 | 3 | 1 | - |
14th | ||||||||
15th | ||||||||
16th | ||||||||
17th | ||||||||
18th | ||||||||
19th | ||||||||
20th |
Statblocks for your familiars, mounts etc.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 ( 1d4+4 ) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 ( 3d6 ) poison damage on a failed save, or half as much damage on a successful one.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB 251
1-level Divination
PHB 277
1-level Divination
Statblocks for your Trinkets, businesses, building, castles, empires.
Adventuring Gear
Common
Container
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: 2 gp
Weight: 5 lb.
Tool
Common
A straight length of metal with a curved end and flattened points, used for applying leverage to heavy or stuck objects.
Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
Cost: 2 gp
Weight: 5 lb.
Tool
Common
This one-handed hammer with an iron head is useful for pounding pitons into a wall.
Cost: 1 gp
Weight: 3 lb.
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 and Weight are per pack of 10
Cost: 5 sp
Weight: 2.5 lb
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: 5 sp
Weight: 1 lb.
Adventuring Gear
Common
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Cost: 5 sp
Weight: 2 lb.
Adventuring Gear
Common
A receptacle used for carrying water, normally made from goat or sheep skin. Can hold 4 pints of water.
Cost: 2 sp
Weight: 5 lb.
Adventuring Gear
Common
A 5p foot coil of twisted silk strands, used for climbing, tying down material and goods, or decorating.
Hempen rope has 2 hit points and can be burst with a DC 17 Strength check.
Cost: 10 gp
Weight: 5 lb.
Adventuring Gear
Common
A 5p foot coil of twisted hemp finer, used for climbing or tying down material and goods.
Hempen rope has 2 hit points and can be burst with a DC 17 Strength check.
Cost: 1 gp
Weight: 10 lb
Trade Good
Rare
A brilliant piece of pebnle-sized glass tossed by the waves. It bears a naturally etched design of repeating c's against its aqua-blue color.
Cost: --
Weight: --