+6 | Strength |
-1 | Dexterity |
+5 | Constitution |
-1 | Intelligence |
+2 | Wisdom |
-1 | Charisma |
-1 | Acrobatics |
+4 | Animal Handling |
-1 | Arcana |
+6 | Athletics |
-1 | Deception |
-1 | History |
+2 | Insight |
-1 | Intimidation |
-1 | Investigation |
+4 | Medicine |
+1 | Nature |
+2 | Perception |
-1 | Performance |
-1 | Persuasion |
-1 | Religion |
-1 | Sleight of Hands |
-1 | Stealth |
+4 | Survival |
Greatsword | 1d20+7 | 2d6+5 |
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Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Adventuring Gear You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while this sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword becomes a +1 weapon with no other properties. Varies
The statblocks of your class features
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.