| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +1 | Strength | |
| +1 | Dexterity | |
| +2 | Constitution | |
| +3 | Intelligence | |
| +4 | Wisdom | |
| -1 | Charisma |
| +1 | Acrobatics | DEX | |
| +2 | Animal Handling | WIS | |
| +3 | Arcana | INT | |
| +1 | Athletics | STR | |
| -1 | Deception | CHA | |
| +3 | History | INT | |
| +2 | Insight | WIS | |
| +1 | Intimidation | CHA | |
| +1 | Investigation | INT |
| +2 | Medicine | WIS | |
| +1 | Nature | INT | |
| +4 | Perception | WIS | |
| -1 | Performance | CHA | |
| -1 | Persuasion | CHA | |
| +3 | Religion | INT | |
| +1 | Sleight of Hand | DEX | |
| +1 | Stealth | DEX | |
| +2 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Dagger | +3 | STR | 1d4+1 | piercing | |
| Finesse, light, thrown (range 20/60) | |||||
| Spear | +3 | STR | 1d6+1 | piercing | |
| Thrown (range 20/60), versatile (1d8) | |||||
Darkvision
Relentless Endurance
Savage Attacks
Water breathing
Tidal aura
Explorer's pack
Lang: Common, Orc, Druidic, +2
The statblocks of your Weapons, armor and other important/magical equipment
Homebrew
Weapon
Common
Melee, Weapon, Simple, Light, Finesse, One-Handed Any blade about forearm length and smaller can be called a dagger, and there are as many styles of daggers as there are cultures in existence. Nearly all daggers are weapons of opportunity, but some devote their lives to the style. The master can make blindingly fast attacks even while they focus their attention elsewhere.| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Melee | 1d4 | Piercing | 1 m | thrown 4/12 m |
Cost: 25.000 Eurodollars
Weight: 0,3 kg
https://roll20.net/compendium/dnd5e/Items:Spear?expansion=33335
Weapon
Common
Thrown, Versatile
Sap
A spear is one of humanityās oldest, most effective weapons, consisting of a long shaft (usually wood) with a sharp, pointed tip (stone, metal, or tempered steel) designed for thrusting or throwing. Used for hunting and war, spears provide superior range and armor penetration, with specialized types including lances, javelins, harpoons, and pikes.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Melee | 1d6 / 1d8 | Piercing | 20/60 ft |
Cost: 1 GP
Weight: 3 lb
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
Alignment. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.
Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall.
Darkvision. Thanks to your orc blood, 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.
Menacing. You gain proficiency in the Intimidation skill.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You canāt use this feature again until you finish a long rest.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weaponās damage dice one additional time and add it to the extra damage of the critical hit.
Languages. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
Languages. Common, Orc
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Replacement Series
0-level (Cantrip) Divination
SRD
0-level (Cantrip) Transmutation
Page: 21 from EE Players Companion
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:
XGE
1-level Abjuration
PHB, page 231 SRD
1-level Divination (ritual)
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
PHB, page 246 SRD
1-level Transmutation
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
PHB, page 238 SRD
1-level Conjuration
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
D&D 5e PHB Page 243
1-level Conjuration
You create a 20-foot radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Basic Rules, pg. 250
1-level Evocation
PHB, page 237 SRD
2-level Transmutation
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.
Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor. The target has advantage on Charisma checks.
Fox's Cunning. The target has advantage on Intelligence checks.
Owl's Wisdom. The target has advantage on Wisdom checks.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
SRD
2-level Transmutation
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
2-level Conjuration
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see
SRD
2-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.
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