| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +2 | Strength | |
| +6 | Dexterity | |
| +3 | Constitution | |
| +2 | Intelligence | |
| +3 | Wisdom | |
| +1 | Charisma |
| +6 | Acrobatics | DEX | |
| +3 | Animal Handling | WIS | |
| +2 | Arcana | INT | |
| +0 | Athletics | STR | |
| +1 | Deception | CHA | |
| +2 | History | INT | |
| +3 | Insight | WIS | |
| +1 | Intimidation | CHA | |
| +2 | Investigation | INT |
| +5 | Medicine | WIS | |
| +2 | Nature | INT | |
| +5 | Perception | WIS | |
| +1 | Performance | CHA | |
| +1 | Persuasion | CHA | |
| +2 | Religion | INT | |
| +4 | Sleight of Hand | DEX | |
| +6 | Stealth | DEX | |
| +3 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Unarmed Strike | +6 | DEX | 1d4+4+4 | bludgeoning | |
| Quarterstaff | +6 | DEX | 1d6+4+4 | bludgeoning | |
| One-Handed | |||||
| Quarterstaff | +2 | STR | 1d8+4 | bludgeoning | |
| Two-Handed | |||||
| Dart | +6 | DEX | 1d4+4+4 | piercing | |
| thrown (range 20/60) | |||||
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Versatile Common
| Type | Damage | Damage | Range | Properties |
|---|---|---|---|---|
| Simple | 1d6 / 1d8 | Bludgeoning | Versatile |
Cost: 2 sp Weight: 4 lb
DnD 5e SRD SRD
Ranged Weapon Finesse, Thrown Common
| Type | Damage | Damage | Range | Properties |
|---|---|---|---|---|
| Simple | 1d4 | Piercing | 20/60 ft | Finesse, Thrown |
Cost: 5 cp Weight: 1/4 lb
DnD 5e SRD
Adventuring Gear Common
Rope, has 2 hit points and can be burst with a DC 17 Strength check.
Cost: 1gp Weight: 10lb
DnD 5e SRD
Adventuring Gear Common
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: 2gp Weight: 5lb
DnD 5e SRD
Adventuring Gear Common
You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.
Cost: 1gp Weight: 7lb
DnD 5e SRD
Adventuring Gear Common
This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.
Cost: 5sp Weight: 3lb
DnD 5e SRD
Adventuring Gear Common
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Cost: 5sp Weight: 2lb
DnD 5e SRD
Adventuring Gear Common
This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
Cost: 2sp Weight: 1lb
DnD 5e SRD
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: 5sp Weight: 1lb
DnD 5e SRD
Adventuring Gear Common
A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Cost: 1cp Weight: 1lb
DnD 5e SRD
Adventuring Gear Common
A waterskin can hold 4 pints of liquid.
Cost: 2sp Weight: 5lb
The statblocks of your class features
You star with the following equipment in addition the the equipment granted by your background (a) a shortsword or (b) any simple weapon (b) a dungeoneers pack or (b) an explorers pack 10 darts
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Keen Senses. You have proficiency in the Perception skill. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Necrotic Resistance. You have resistance to necrotic damage. Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.
Languages. Common, and Elvish.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
Wondrous Item
Common
Crystal of emotions and memories given to Katyra upon her retirement.
Cost: 5gp
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