+5 | Strength |
+3 | Dexterity |
+2 | Constitution |
+0 | Intelligence |
+2 | Wisdom |
+0 | Charisma |
+1 | Acrobatics |
+4 | Animal Handling |
+0 | Arcana |
+5 | Athletics |
+0 | Deception |
+0 | History |
+2 | Insight |
+2 | Intimidation |
+0 | Investigation |
+2 | Medicine |
+2 | Nature |
+4 | Perception |
+0 | Performance |
+0 | Persuasion |
+0 | Religion |
+1 | Sleight of Hands |
+3 | Stealth |
+4 | Survival |
Weapon | Attack | Damage | Notes |
---|---|---|---|
Kapatki Tear | 1d20+6 | 1d6+4 Slashing | Can block as reaction - adding 1d4 to AC |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Rare
Light Finesse
The Kapatki Tear is a bright silver shortsword with a with a half-guard.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6+1 | Slashing |
Weight: 3lb
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.
1-level Abjuration
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
1-level Conjuration
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
1-level Transmutation
You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Statblocks for your Trinkets, businesses, building, castles, empires.