+10 | Strength |
+7 | Dexterity |
+6 | Constitution |
+2 | Intelligence |
+4 | Wisdom |
+3 | Charisma |
+3 | Acrobatics |
+4 | Animal Handling |
+2 | Arcana |
+10 | Athletics |
+3 | Deception |
+5 | History |
+8 | Insight |
+3 | Intimidation |
+2 | Investigation |
+4 | Medicine |
+2 | Nature |
+8 | Perception |
+3 | Performance |
+3 | Persuasion |
+2 | Religion |
+3 | Sleight of Hands |
+3 | Stealth |
+4 | Survival |
Weapon | Attack | Damage | |
---|---|---|---|
Grand Spear First Turn | 1d20+12 | ||
Grand Spear Defensive | 1d20+10 | 1d8+8 | 1d10+8 |
Grand Spear Neutral | 1d20+10 | 1d8+10 | 1d10+10 |
Grand Spear Aggressive | 1d20+10 | 1d8+12 | 1d10+12 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits: When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn. Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.