+5 | Strength |
+1 | Dexterity |
+4 | Constitution |
-1 | Intelligence |
+1 | Wisdom |
+0 | Charisma |
+1 | Acrobatics |
-1 | Animal Handling |
-1 | Arcana |
+5 | Athletics |
+0 | Deception |
-1 | History |
+1 | Insight |
+2 | Intimidation |
-1 | Investigation |
+1 | Medicine |
+1 | Nature |
+0 | Perception |
+0 | Performance |
+0 | Persuasion |
-1 | Religion |
+1 | Sleight of Hands |
+1 | Stealth |
+3 | Survival |
Name | Atk bonus | Damage |
---|---|---|
Great Axe | 1d20+5 | 1d12+5 |
javalin | 1d20+5 | 1d6+5 |
Mace | 1d20+5 | 1d6+5 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Heavy, Two-Handed Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d12 | Slashing | Heavy, Two-Handed |
Cost: 30 gp Weight: 7 lb
DnD 5e SRD SRD
Melee Weapon Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Piercing | 30/120 ft | Thrown |
Cost: 5 sp Weight: 2 lb
DnD 5e SRD SRD
Melee Weapon Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Bludgeoning |
Cost: 5 gp Weight: 4 lb
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Your draconic identity manifests in a variety of traits you share with other dragonborn, as well as unique aspects based on your color. Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. Alignment. Dragonborn tend to be extremes, with chromatic dragonborn taking on their ancestor's cruelty and malice, while metallic dragonborn follow ideals of benevolence and justice. Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + Dexterity Modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Breath Weapon You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + Constitution modifier + proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level. After you use your breath weapon, you can't use it again until you complete a short or long rest. Draconic Ancestry Your breath weapon deals acid damage in a line 30 feet long and 5 feet wide. Your breath weapon imposes a Dexterity saving throw. You have resistance to acid damage. Good Host You have proficiency in Performance, and can speak, read, and write one extra language of your choice.
Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.