| +0 | Strength |
| +7 | Dexterity |
| +2 | Constitution |
| +0 | Intelligence |
| +6 | Wisdom |
| +0 | Charisma |
| +4 | Acrobatics |
| +3 | Animal Handling |
| +0 | Arcana |
| +0 | Athletics |
| +0 | Deception |
| +0 | History |
| +6 | Insight |
| +0 | Intimidation |
| +0 | Investigation |
| +6 | Martial |
| +3 | Medicine |
| +0 | Nature |
| +6 | Perception |
| +0 | Performance |
| +0 | Persuasion |
| +0 | Religion |
| +4 | Sleight of Hands |
| +7 | Stealth |
| +6 | Survival |
| Weapon | Attack | Damage |
|---|---|---|
| Longbow | +9 | 1d8 + 4 Piercing |
| Sickle | +3 | 1d4 Slashing |
| Spear | +3 | 1d6 Piercing |
| Cantrips | Description |
|---|---|
| Mage Hand | A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. |
| 1st Level Spells | Description |
|---|---|
| Hunters Mark | You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. |
| Long Strider | You touch a creature. The target's speed increases by 10 feet until the spell ends. |
| Speak With Animals | You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion. |
| Faerie Fire | Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. |
| 2nd Level Spells | Description |
|---|---|
| Darkvision | You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet. |
| Web | You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. |
The statblocks of your Weapons, armor and other important/magical equipment
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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