| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +3 | Strength | |
| +8 | Dexterity | |
| +2 | Constitution | |
| +1 | Intelligence | |
| +2 | Wisdom | |
| +0 | Charisma |
| +8 | Acrobatics | DEX | |
| +2 | Animal Handling | WIS | |
| +1 | Arcana | INT | |
| +0 | Athletics | STR | |
| +0 | Deception | CHA | |
| +4 | History | INT | |
| +5 | Insight | WIS | |
| +0 | Intimidation | CHA | |
| +1 | Investigation | INT |
| +2 | Medicine | WIS | |
| +1 | Nature | INT | |
| +2 | Perception | WIS | |
| +0 | Performance | CHA | |
| +3 | Persuasion | CHA | |
| +1 | Religion | INT | |
| +5 | Sleight of Hand | DEX | |
| +5 | Stealth | DEX | |
| +2 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Long Bow | +5 | DEX | 1d8+1d4+5 | piercing | |
| fire, heavy, two-handed, (range 150/600) | |||||
| Dagger | +5 | DEX | 1d6+5 | piercing/slashing | |
| nick, light, thrown, (range 20/60) | |||||
| Daggers of Illumine | +5 | DEX | 1d6+1d6+5 | piercing/slashing | |
| nick, light, chain lightning, thrown, (range 20/60) | |||||
Rage
Grappler
Everlasting Smoke Bottle
(4) Cheap Daggers
Medicine Kit
Gaming Set (Playing Cards)
Thieves Tools
Common
Draconic
Basic Elvish
I judge by character and action. I am confident in my skills as I honed and developed them.
Privileges should be awarded to all; restricted by none
Mother, Monks in my monastery
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
You’re an accomplished wrestler, granting you the following benefits:
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Attack Advantage. You have Advantage on Attack Rolls against a creature Grappled by you.
Fast Wrestler. You don’t spend extra movement when you move a creature Grappled by you, provided the creature is your Size or smaller.
Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also grapple it. You can use this benefit only once per turn.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
EEPC
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
Tool Common
Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
Cost: 25 gp Weight: 1 lb
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.
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