| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +3 | Strength | |
| +0 | Dexterity | |
| +1 | Constitution | |
| +4 | Intelligence | |
| +5 | Wisdom | |
| +0 | Charisma |
| +0 | Acrobatics | DEX | |
| +5 | Animal Handling | WIS | |
| +4 | Arcana | INT | |
| +5 | Athletics | STR | |
| +0 | Deception | CHA | |
| +2 | History | INT | |
| +3 | Insight | WIS | |
| +0 | Intimidation | CHA | |
| +2 | Investigation | INT |
| +3 | Medicine | WIS | |
| +2 | Nature | INT | |
| +3 | Perception | WIS | |
| +0 | Performance | CHA | |
| +0 | Persuasion | CHA | |
| +2 | Religion | INT | |
| +0 | Sleight of Hand | DEX | |
| +0 | Stealth | DEX | |
| +5 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Handaxe | +3 | STR | 1d6+3 | slashing | |
| Thrown 20/60 | |||||
| Scimitar | +3 | STR | 1d6+3 | slashing | |
| Finesse | |||||
| Hunting Trap | +3 | STR | 20+3 | piercing | |
Handaxe
Scimitar
Leather Armor
Explorers Pack
Druidic Focus
Harmonica
Staff
Hunting Trap
Bear Head
Traveler's Clothes
Armor: Light, Medium, Shields
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism Kit
Languages: Common, Draconic, Druidic, Avian
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Transmutation
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
0-level (Cantrip) Evocation
You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
1-level Enchantment
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.
When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
1-level Abjuration
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Statblocks for your Trinkets, businesses, building, castles, empires.
Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!
Take the first step. Create your account. Your world and characters await!