+2 | Strength |
+6 | Dexterity |
+2 | Constitution |
+3 | Intelligence |
-1 | Wisdom |
+1 | Charisma |
+9 | Acrobatics |
-1 | Animal Handling |
+0 | Arcana |
+2 | Athletics |
+4 | Deception |
+3 | History |
+2 | Insight |
+1 | Intimidation |
+0 | Investigation |
-1 | Medicine |
+0 | Nature |
-1 | Perception |
+1 | Performance |
+1 | Persuasion |
+0 | Religion |
+9 | Sleight of Hands |
+9 | Stealth |
-1 | Survival |
Weapon | Attack | Damage | Crit damage | Type |
---|---|---|---|---|
Gorgotaur Horns | 1d20+5 | 1d10+2 | 2d10+2 | Pierce |
Silver Aquamarine Dagger | 1d20+8 | 1d4+5 | 2d4+5 | Pierce |
-Longsword <1h> | 1d20+8 | 1d8+5 | 2d8+5 | Variable |
-Longsword <2h> | 1d20+8 | 1d10+5 | 2d10+5 | Variable |
Dagger | 1d20+6 | 1d4+3 | 2d4+3 | Pierce |
Evergleam Warbow | 1d20+2 | 1d12+2 | 2d12+2 | Pierce |
Hand Crossbow | 1d20+6 | 1d6+3 | 2d6+3 | Pierce |
Illogical Hand Crossbow | 1d20+7 | 1d6+4 | 2d6+4 | Pierce |
Grim Hand Crossbow | 1d20+7 | 1d6+4 | 2d6+4 | Pierce |
Adamantite Armbow of the Silver Dragon | 1d20+8 | 1d6+5 | 2d6+5 | Pierce |
Evergleam Warbow w feats | 1d20+2 | 2d12+2+2d4 | 4d12+2+4d6 | Force |
Hand Crossbow w feats | 1d20+6 | 2d6+3+2d4 | 4d6+3+4d4 | Force |
Grim Hand Crossbow w feats | 1d20+7 | 2d6+4+2d4 | 4d6+4+4d4 | Force |
Illogical crossbow w feats | 1d20+7 | 2d6+4+2d4 | 4d6+4+4d4 | Force |
Adamantite Armbow of the Silver Dragon w feats | 1d20+8 | 2d6+5+2d4 | 4d6+5+4d4 | Force |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Armor (Light)
Common
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. This one has been enhanced to harm melee attackers. Deals 1d4 to melee attackers.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Light | 12 + Dex Modifier | - | No |
Weight: 13 Ib
DnD 5e SRD SRD
Melee Weapon Finesse, Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Piercing | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 lb
DnD 5e SRD SRD
Ranged Weapon Ammunition, Light, Loading Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Piercing | 30/120 ft | Ammunition, Light, Loading |
Cost: 75 gp Weight: 3 lb
DnD 5e SRD SRD
Melee Weapon Finesse Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 | Piercing | Finesse |
Cost: 25 gp Weight: 2 lb
Weapon
Rare Requires Attunement
Finesse, Light, Range, Thrown,
This dagger is fitted with an aquamarine crystal engraved into its pommel, with smaller slivers in its blade.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
As a bonus action, you can activate the magic within the aquamarine crystal, transforming the weapon into a longsword with magical blue crystals. However, while in this form, the weapon deals force damage as opposed to slashing damage. The weapon can stay in this crystalline form for up to 10 minutes. Once this property of the dagger has been used, it cannot be used again until the next dawn. The crystal can also be swap out for a different damage type.
The longsword deals 1d8 when wielded with 1 hand and 1d10 when its wielded with 2 hands.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4+2 | Piercing |
Weight: 1 Ib
Weapon
Uncommon
Ammunition, Light, Loading, Range,
A hand crossbow whose functions is beyond understanding. You have a +1 bonus to attack and damage rolls made with this weapon.
On Critical hit, does an extra 1d6
● 1-2 damage, Bludgeoning damage, knocks target prone
● 3-4 damage, Puncture damage, knocks enemy 15ft away
● 5-6 damage, Slashing damage, grants advantage roll against target next turn
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d6+1 | Piercing | 30/120ft |
Weight: 3 Ib
Weapon
Uncommon
Ammunition, Light, Loading, Range,
Adorned with skulls inlaid into this weapon, it has the unnatural ability to absorb the souls of any creature that dies within 120' of it. Whenever you attack with this weapon, the hunger within the weapon causes nominal backlash, sending pain vibrating up your arms.
● You have a +1 bonus to attack and damage rolls made with this weapon.
● If a non-undead and non-construct creature of CR 3 or less died within the past turn, you may use an bonus action to absorb its soul if the creature's body is within 120 feet of you. After the creature has been absorbed, you may as an action to summon the creature within 10 feet of you, or a bonus action to dismiss the creature. Whenever you summon this creature, you take 1d4 necrotic damage for every CR of the monster you are summoning. (1d4 for CR 1, 2d4 for CR 2, 3d4 for CR 3). This damage cannot be reduced in any way.
This creature is friendly to you and your allies and follows a verbal command if you succeed DC 14 Charisma check. The creature has the same stats as before, but with the added Undead sub-type and will obey your commands unless it is injured by either you or your allies, at which point it will become hostile to you. If the creature dies again, the soul is lost and you may not re-summon the creature.
● Fire the soul of the creature dealing a bonus of CR X d4 damage as a bolt
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d6+1 | Piercing | 30/120ft |
Cost: 80GP
Weight: 3 Ib
Weapon Light, Loading, Range Very Rare (this item requires attunement)
A Crossbow made of Adamantite and silver dragon scales, enchanted with the magicks of the Feyforge. It is attached to the forearm of a warforged, completely covering the hand. This component only operates when attached and locked in place.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Ranged | 1d6 | Piercing | 30/120 ft | Light, Loading, Range |
Cost: Priceless Weight: 5
Name | Type | Properties |
---|---|---|
Installed | Passive | This weapon may not be disarmed and you cannot wield another weapon in this hand. |
Feyforged | Passive | +2 Attack rolls and +2 Damage rolls to ranged attacks with this weapon. |
Adamantite Strength | Passive | Critical Roll +1 (i.e. 20 to 19, 19 to 18) |
Silver Dragon Barrage | Action | As an action, you may make a ranged weapon attack against every creature in a 30 ft cone infront of you, firing bolts of silver dragon fire. On a successful hit, the creature has to make a dc 15 constitution saving throw or be paralyzed for 1 minute. This can be used up to 3 times a day and recharges at the break of dawn. |
Weapon Ammunition, Heavy, Range, Two-Handed, Finesse Uncommon
A Warbow crafted at the the Bent Bow Bowyer in Everlund. Made for firing war arrows, they require a much higher strength to use and can shoot much further.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
None | 17 |
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Ranged | 1d12 | Piercing | 150/800 ft | Ammunition, Heavy, Range, Two-Handed, Finesse |
Cost: 150 Weight: 5
Name | Type | Properties |
---|---|---|
Evergleamed | Passive | +2 Attack rolls and +2 Damage rolls to ranged attacks with this weapon. |
The statblocks of your class features
You start with the following equipment in addition to the equipment gained from your background (a) a rapier or (b) a short sword (a) a short bow and quiver of 20 arrows or (b) a shortsword (a) a burglars pack or (b) dungeoneers pack leather armour, two daggers, and thieves tools
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Horns. You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself. Goring Rush. When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action. Labyrinthine Recall. You can perfectly recall any path you have traveled. Living Construct. You are classified as being a construct and do not need to eat, drink, sleep or breathe. Additionally, you do not sleep and instead enter an 'inactive' mode where you are completely inactive but are fully aware of their surroundings. In this mode you only need 4 hours of this state to receive the benefits of a long rest. Metal-Skinned. You are immune to being petrified. Petrifying Breath. Once per long rest, you can cast flesh to stone, with some restrictions: The range is decreased to a 15 foot cone, the petrification can only last until the end of your next turn, and the petrification cannot be permanent. Your Spellcasting Modifier for this spell is Strength.
Languages. Common, Draconic
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.