+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+1 | Strength | |
+4 | Dexterity | |
+5 | Constitution | |
+1 | Intelligence | |
+0 | Wisdom | |
+0 | Charisma |
+6 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+1 | Athletics | STR | |
+0 | Deception | CHA | |
+1 | History | INT | |
+2 | Insight | WIS | |
+2 | Intimidation | CHA | |
+1 | Investigation | INT |
+0 | Medicine | WIS | |
+1 | Nature | INT | |
+0 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+1 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Longbow | +6 | DEX | 1d8+4 | piercing | |
Ammunition (range 150/600), heavy, two-handed | |||||
Light Crossbow | +6 | DEX | |||
Swordspear | +6 | DEX | 1d10+4 | Slashing or Piercing | |
Special, Versatile (1d12), reach, heavy, Two-handed, Finesse. |
The statblocks of your Weapons, armor and other important/magical equipment
https://www.dandwiki.com/wiki/Swordspear,_Variant_(5e_Equipment)
Weapon
Varies
A swordspear is similar to a normal spear in length, but with a bigger, wider blade that sacrifices the balance of the spear stripping it of it's ability to effectively be thrown, as well as making it more difficult to wield. The thick "spear tip" can allow for large, slashing attacks as opposed to the normal piercing strikes of a spear. Prior making an attack on a creature, a swordspear's wielder can choose to deal either piercing or slashing damage against the target. If it is not decided prior to an attack, the damage defaults to piercing damage.Special Gore, when making a piercing attack you can spend your action to try and grapple the targeted creature, on a successful grapple the creature is gored on the swordspear allowing you to at a later turn rip the spear out of the target as a part of your next attack action to deal an extra 1d10 damage. When a creature is grappled this way they're lifted into the air to prevent them from moving. When the next attack happens the creature is thrown off the spear sending them back 10 feet.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d10 / Slashing or Piercing, Special, Versatile (1d12), reach, heavy, Two-handed, Finesse. | Slashing |
Cost: 30gp
Weight: 15lb
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
DnD 5e SRD SRD
Shield Common
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Shield | +2 |
Cost: 10 gp Weight: 6 lb
DnD 5e PHB
Weapon
Common
Ammunition, Loading, Two-Handed
Type | Damage | Damage | Range |
---|---|---|---|
Simple Ranged | 1d8 | Piercing | 80/320 ft |
Cost: 25gp
Weight: 5 lb
PHB, page 151
Adventuring Gear
Common
Includes:
Cost: 10gp
Weight: 35lb
The statblocks of your class features
Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. • Archery You gain a +2 bonus to attack rolls you make with ranged weapons. • Close Quarters Shooter (UA) When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks. • Defense While you are wearing armor, you gain a +1 bonus to AC. • Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. • Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. • Mariner (UA) As long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class. • Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. • Tunnel Fighter (UA) As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. • Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
chain mail, longbow, and 20 arrows | or | leather, longbow, and 20 arrows |
a martial weapon and a shield | or | two martial weapons |
light crossbow and 20 bolts | or | two handaxes |
a dungeoneer's pack | or | an explorer's pack |
Fighter Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
3rd | 2 | 3 | 2 | - | - | - |
4th | 2 | 4 | 3 | - | - | - |
5th | 2 | 4 | 3 | - | - | - |
6th | 2 | 4 | 3 | - | - | - |
7th | 2 | 5 | 4 | 2 | - | - |
8th | 2 | 6 | 4 | 2 | - | - |
9th | 2 | 6 | 4 | 2 | - | - |
10th | 3 | 7 | 4 | 3 | - | - |
11th | 3 | 8 | 4 | 3 | - | - |
12th | 3 | 8 | 4 | 3 | - | - |
13th | 3 | 9 | 4 | 3 | 2 | - |
14th | 3 | 10 | 4 | 3 | 2 | - |
15th | 3 | 10 | 4 | 3 | 2 | - |
16th | 3 | 11 | 4 | 3 | 3 | - |
17th | 3 | 11 | 4 | 3 | 3 | - |
18th | 3 | 11 | 4 | 3 | 3 | - |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier |
Spell attack modifier = your proficiency bonus + your Intelligence modifier |
Weapon Bond At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. War Magic Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Eldritch Strike At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. Arcane Charge At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action. Improved War Magic Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
https://www.dandwiki.com/wiki/Sprite_(5e_Race)
Statblocks for companions, followers and other allies.
City Guards come from all walks of life, whether they be born into it, a retired solider or mercenary, a reformed criminal or perhaps just your average citizen in need of a job. They form the back bone of law and order but also form an effective fighting unit in the event of a siege or bandit raid. Garrisons vary wildly depending on location and culture. Some are the perfect aspiration of honor and justice while others are little better than enforcers for the local ruler. Important things for a City Guard to consider are: How did you end up a guard? What city are you from? Why did you leave? What was your garrison like?
[One of the Guard: When in a city or town you can always find food and a place to sleep with the local guards garrison. The local Guards will be hesitant to start a fight with you and are likely to come to your aid in a fight, the guards will also believe you except in the face of overwhelming evidence or under the command of a superior. For this effect to apply you must be in a city that you would fit in as a Guard, this is decided by the DM.
Dice 1d8 | Personality Trait |
---|---|
1 | I am always polite and respectful |
2 | My friends know they can rely on me no matter what |
3 | Breaking up a brawl is the fun part of my day |
4 | I can stare down a hellhound without flinching |
5 | I enjoy being strong and able to protect others |
6 | My language is as foul as a bugbear |
7 | I like the night patrols best, very peaceful and very not |
8 | I like gate duty best |
Dice 1d6 | Ideal |
---|---|
1 | Our lot is to lay down our lives for others (Good) |
2 | I must do as the city rulers command to keep order (Lawful) |
3 | I must do what is right for the city despite orders (Chaotic) |
4 | People will always do as I say with force (Evil) |
5 | There will always be crime, as sure as there will be guards (Neutral) |
6 | I love my city, and I will do anything to protect it (Any) |
Dice 1d6 | Bond |
---|---|
1 | It is my duty to protect the city and its citizens |
2 | My fellow Guards are my brothers/sisters in arms |
3 | Someone saved my life on patrol, and I still owe them to this day |
4 | My honor is my life |
5 | I will never forget or forgive the crime lord who killed my fellows |
6 | I fight for those who cannot fight for themselves |
Dice 1d6 | Flaw |
---|---|
1 | I made a mistake once, and it cost a lot of lives |
2 | My hatred for raiders is blinding and furious |
3 | I obey the law even when it serves no good |
4 | I can be bribed easily; a few gold here, please... |
5 | I care only for my own authority |
6 | I will never let injustice pass me by |
Dice 1d6 | Guardsman |
---|---|
1 | Wall Watchman |
2 | Gate Guard |
3 | Palace Gaurd |
4 | Street Patrol |
5 | Guard Officer |
6 | Dungeon Warden |
Statblocks for your spells.
SRD
0-level (Cantrip) Evocation
SRD
0-level (Cantrip) Evocation
SRD
1-level Necromancy
SRD
1-level Abjuration
Strixhaven: A Curriculum of Chaos
2-level Enchantment
Statblocks for your Trinkets, businesses, building, castles, empires.