+0 | Strength |
+6 | Dexterity |
+2 | Constitution |
+4 | Intelligence |
+2 | Wisdom |
+1 | Charisma |
+4 | Acrobatics |
+2 | Animal Handling |
+4 | Arcana |
+0 | Athletics |
+3 | Deception |
+2 | History |
+4 | Insight |
+1 | Intimidation |
+4 | Investigation |
+2 | Medicine |
+2 | Nature |
+6 | Perception |
+1 | Performance |
+1 | Persuasion |
+2 | Religion |
+6 | Sleight of Hands |
+8 | Stealth |
+2 | Survival |
Longbow | 1d20+6 | 1d8+4 |
---|---|---|
Rapier | 1d20+6 | 1d8+4 |
Dagger | 1d20+6 | 1d4+4 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Finesse, Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Piercing | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 lb
DnD 5e SRD SRD
Melee Weapon Finesse Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | Finesse |
Cost: 25 gp Weight: 2 lb
DnD 5e SRD SRD
Ranged Weapon Ammunition, Heavy, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | 150/600 ft | Ammunition, Heavy, Two-Handed |
Cost: 50 gp Weight: 2 lb
The statblocks of your class features
You start with the following equipment in addition to the equipment gained from your background (a) a rapier or (b) a short sword (a) a short bow and quiver of 20 arrows or (b) a shortsword (a) a burglars pack or (b) dungeoneers pack leather armour, two daggers, and thieves tools
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. Fey Step: Once per short or long rest you can cast Misty Step. 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.
Languages. Elvish, Common
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.