+3 | Strength |
+0 | Dexterity |
+2 | Constitution |
+0 | Intelligence |
+2 | Wisdom |
+1 | Charisma |
+0 | Acrobatics |
+2 | Animal Handling |
+0 | Arcana |
+3 | Athletics |
+6 | Deception |
+0 | History |
+2 | Insight |
+6 | Intimidation |
+0 | Investigation |
+2 | Medicine |
+0 | Nature |
+2 | Perception |
+6 | Performance |
+1 | Persuasion |
+0 | Religion |
+6 | Sleight of Hands |
+0 | Stealth |
+6 | Survival |
Type | Attack | Info |
---|---|---|
Normal attack: can attack once plus a bonus action (which is usually a second attack) | ||
Great Axe: 1 D12 damage plus strength modifier (gets +1 to damage when using my customized great axe), (properties: heavy, two-handed) | ||
Warhammer: 1 D8 bludgeoning damage (versatile property) | ||
Fists/unequipped: | ||
Level 1 - Rage: can enter rage as a bonus action and (at level 5) grants a multi-attack action (which means I can attack up to 3 times), advantage on strength checks and strength saving throws, when using melee weapon based on strength adds +2 to damage | ||
Level 3 - Reckless attack: can be used in a normal attack or while raging, get advantage on melee attack rolls using strength for this turn, but attack rolls against you have advantage till the next turn | ||
6th level addition: Character cannot be charmed or frightened while raging |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 / 1d10 | Bludgeoning | Versatile |
Cost: 15 gp Weight: 2 lb
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
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Floof...floofs...floofi? The plural and adjective endings for that word seem to change on a whim. But hey, that's appropriate for a race of people that hardly anyone in the D&D realm knows about because they're like snow leopards- hiding in snowy tundra, each being a loner almost afraid to look at each other, living in a one-person capacity flat under a rock. Once in a lifetime one actually does pluck up the courage to look someone in the face, they make a baby, and it's booted out of the house faster than parents eager to drop off their kid at college. Welcome to the crap guide to foofs...fluffs- fluffy people. Remember your aunt's old pooch- the fuzzy little pup that looked so sweet? You look into those innocent puppy-dog eyes, reach out to stroke its soft, cuddly fur and next moment your arm's bleeding out because your hand just got bitten off. Floofs are a combination of a toy poodles and the lycans from Underworld. They've got Beastkin's Bond, which means they can befriend the bear that was going to attack the party or subdue a wolf into a pet, but the drawback is that any non-predatory animal is scared shitless of you- good luck using that animal handling check to ride a fricking horse! Living in the arctic has given you the advantage of resisting cold damage and having no speed slowdowns when trampling across ice, snow and rock. A floof might dream of a warmer environment but arrive at the beach feeling like that snowman from Frozen. If you're born into a traditional floof home, you can live in the arctic and hunt that sweet, juicy snow-moose meat with the creamy blood you can't get anywhere else. Stumble onto the wrong ice 'lawn', however, and you've entered a turf war like Splatoon (only much more deadly). The occasional oddball floof may venture out in search of a world beyond the arctic, perhaps helping a lost adventuring party that mistook the place for the Winter fey wilds /Court.
Languages. Floof, Sylvan, Common
Statblocks for companions, followers and other allies.
Keen Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 piercing damage.
Bite (Recharge 4-6). The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.
A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Blink dogs harbor a long-standing hatred for displacer beasts and attack them on sight.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
Wondrous Item Uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Weight: 15lb