| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +3 | Strength | |
| +6 | Dexterity | |
| +0 | Constitution | |
| +1 | Intelligence | |
| +2 | Wisdom | |
| +0 | Charisma |
| +3 | Acrobatics | DEX | |
| +5 | Animal Handling | WIS | |
| +1 | Arcana | INT | |
| +3 | Athletics | STR | |
| +0 | Deception | CHA | |
| +1 | History | INT | |
| +5 | Insight | WIS | |
| +0 | Intimidation | CHA | |
| +1 | Investigation | INT |
| +2 | Medicine | WIS | |
| +1 | Nature | INT | |
| +5 | Perception | WIS | |
| +0 | Performance | CHA | |
| +0 | Persuasion | CHA | |
| +1 | Religion | INT | |
| +3 | Sleight of Hand | DEX | |
| +3 | Stealth | DEX | |
| +5 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Long bow | +9 | DEX | 1d8+3+1d6+3 | piercing | |
| 2x támadás,150/600 Heavy, Two-handed, +1d6 acid dmg | |||||
| Shortsword | +6 | DEX | 1d6+3+1d6+3 | Piercing | |
| Finesse, Light +1d6 Light | |||||
| Drake bite | +5 | STR | 1d6+3+1d6 | Piercing | |
| Natural weapon | |||||
Darkvision 60 ft, Poison Resistance, Magic Resistance (advantage vs spells)
Drake companion, Drake's Breath, Extra Attack, Spellcasting, Uthgardt features
Longbow + 20 arrows, 2 Shortsword, Dagger
Medium armor Chain Shirt
Common, Uncommon, Dragonic ... hiányzik potolni kell...
Herbalism Kit
Simple weapon, Marital weapon, Light Armor, Medium Armor, Shilds
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.
Peception +3
Darkvision 60 ft, passive perception 13
Bite melee weapon attaack +5 to hit, reach 5 ft, one target
hit: 1d6+3 piercing + 1d6 acid
Drake Berath (Acid)
A drake 15 láb hosszú, 5 láb széles savas sugarat fúj. Minden lény a területen Dex save DC12-t dob.
siker: fél sebzés
sikertelenség: 3d6 acid damage
Statblocks for your spells.
PHB
1-level Divination
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
| Weapon Attack Damage | + 1d6 |
|---|
PHB
1-level Abjuration
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
D&D 5e PHB Page 230
1-level Evocation
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
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.
PHB
2-level Abjuration
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
PHB
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.
| Area of Effect | 20-foot Radius |
|---|---|
| 2d4 | Piercing Damage |
Statblocks for your Trinkets, businesses, building, castles, empires.