+3 | Strength |
+5 | Dexterity |
+1 | Constitution |
+3 | Intelligence |
+2 | Wisdom |
+5 | Charisma |
+3 | Acrobatics |
+2 | Animal Handling |
+5 | Arcana |
+3 | Athletics |
+4 | Deception |
+3 | History |
+4 | Insight |
+4 | Intimidation |
+3 | Investigation |
+2 | Medicine |
+3 | Nature |
+2 | Perception |
+4 | Performance |
+4 | Persuasion |
+3 | Religion |
+5 | Sleight of Hands |
+5 | Stealth |
+2 | Survival |
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 | Slashing | Versatile |
Cost: 15 gp Weight: 3 lb
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
Light Armor Common
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 12 + Dex Modifier |
Cost: 45 gp Weight: 13 lb
The statblocks of your class features
"...There are a key fundamental difference between a Shadow Sorcerer and an Umbramancer. The first is that while a Shadow Sorcerer draws power from the Shadowfell, an Umbramancer does not. What an Umbramancer draws on are the very concepts of darkness and shadow. It does not matter where that darkness comes from, be it a beautiful night sky or a fathomless abyss. It is all the same to them.
Study of Power at first level you choose between Dark Knight, Shadowdancer, and Void, You gain additional features from these subclasses at 6th level, 9th level, 13th level, and 20th level. Spirit of Darkness- at 2nd level you gain resistance to necrotic damage and darkvision that can see normally through regular and magical darkness up to 120 feet. -At 10th level the resistance becomes immunity. Darkness Empowerment- At 5th level you tap into further power gaining the following features: while in dim light or darkness any spell you cast that deals damage deals additional necrotic damage equal to half your Umbramancer level rounded up. Your AC also goes up by 2 and you gain a number of temporary hit points equal to half your Umbramancer level while in dim light or darkness. -AC bonus increases to 3 and temporary hit points now equals your level at 11th level. All this power has a cost as you are now vulnerable to radiant damage and whenever you are dealt radiant damage you have to make a DC 15 Wisdom saving throw or be blinded. Darkness Mastery-at 11th level you gain the following features: You can cast Darkness around yourself at will without expending a spell slot or components once per short or long rest. You also gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first attack you make before the end of the turn. Tenebral Form - At 17th level while in darkness, you may use a bonus action to absorb the darkness around you and assume a shadowy form. While in this form you gain the following benefits:
You start with the following items, plus anything provided by your Background. • (a) a Light Crossbow and 20 bolts or (b) any simple weapon • (a) a Component pouch or (b) an arcane focus • (a) a Dungeoneer's Pack or (b) an Explorer's Pack • Two daggers
Charisma is your spell casting Modifier. You use Sorcerer Spell List plus any spell dealing with shadows or darkness ex: (Shadow of Moil, Maddening Darkness, Black Tentacles) At first level you know the cantrip Weave Shadows, three additional cantrips from the sorcerer spell list and have 2 first level spell slots. You know a number of spells equal to your Umbramancer level + Charisma Modifier. On a long rest you can swap out spells you know for other spells on the Umbramancer spell list. Spell Save DC = 8 + Profiency Bonus + Charisma Modifier
Dark Knight- When you choose this subclass you gain the following benefits: Profiency in melee martial weapons, medium armor, shields, and two ranged weapons of your choice. Your hitpoints go up by 2 for level you put into this class At 3rd level you gain access to one Fighting Style off the fighter list Gain access to Mana Burst. As a bonus action you can use Mana Burst. Mana Burst gives you the following benefits:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Languages. You can speak, read, and write Common and Celestial.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Evocation
0-level (Cantrip) Necromancy
0-level (Cantrip) Illusion
0-level (Cantrip) Evocation
0-level (Cantrip) Evocation
1-level Conjuration
1-level Necromancy
1-level Evocation
PHB: P. 254
2-level Illusion
2-level Conjuration
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
3-level Transmutation
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
3-level Evocation
3-level Evocation
4-level Necromancy
Statblocks for your Trinkets, businesses, building, castles, empires.