+5 | Strength |
+8 | Dexterity |
+3 | Constitution |
+0 | Intelligence |
+4 | Wisdom |
+1 | Charisma |
+3 | Acrobatics |
+4 | Animal Handling |
+0 | Arcana |
+1 | Athletics |
+1 | Deception |
+0 | History |
+8 | Insight |
+1 | Intimidation |
+1 | Investigation |
+4 | Medicine |
+0 | Nature |
+8 | Perception |
+1 | Performance |
+1 | Persuasion |
+0 | Religion |
+4 | Sleight of Hands |
+4 | Stealth |
+8 | Survival |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
fighting Style
At 2nd level, 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.
Wyvern Companion
At 3th level, you gain a Wyvern which gains a variety of benefits while it is linked to you.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fleet of Foot
Beginning at 8th level, you can use the Dash
action as a bonus action on your turn.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th,
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.
Hide in Plain Sight
Starting at 10th level, you can remain perfectly
still for long periods of time to set up ambushes.
When you attempt to hide on your turn, you
can opt to not move on that turn. If you avoid
moving, creatures that attempt to detect you
take a −10 penalty to their Wisdom (Perception)
checks until the start of your next turn. You lose
this benefit if you move or fall prone, either
voluntarily or because of some external effect.
You are still automatically detected if any effect
or action causes you to no longer be hidden.
If you are still hidden on your next turn, you
can continue to remain motionless and gain this
benefit until you are detected.
Storm of Claws and Fangs
At 11th level, your wyvern regains his breath attack on a 5 or 6 roll.
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
Statblocks for your familiars, mounts etc.
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 11 (1d6 +7) piercing damage. the target must make a DC 14 Constitution Saving throw, taking 4 (1d6) cold damage on a failed save, or half as much on a succesfull one. Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 12 (1d8 +7) Slashing damage. Poison Breath (Recharge 6). The Juvenile wyvern exhales a freezing cloud in a 15 foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 21 (3d8 + 7) cold damage on a failed save, or half as much on a succesfull one.
Statblocks for race/species of the character.
Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil. Age Aasimar mature at the same rate as humans, but they can live up to 160 years. Alignment Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil. Size Aasimar have the same range of height and weight as humans. Darkvision Blessed with a radiant soul, your vision can easily cut through darkness. 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. Celestial Resistance You have resistance to necrotic damage and radiant damage. Healing Hands As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest. Light Bearer You know the light cantrip. Charisma is your spellcasting ability for it. Radiant Soul Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can’t use it again until you finish a long rest.
Languages. You can speak, read, and write Common and Celestial.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.