+5 | Strength |
+6 | Dexterity |
+9 | Constitution |
+1 | Intelligence |
+4 | Wisdom |
+1 | Charisma |
+10 | Acrobatics |
+0 | Animal Handling |
+0 | Arcana |
-1 | Athletics |
+0 | Deception |
+0 | History |
+8 | Insight |
+0 | Intimidation |
+0 | Investigation |
+3 | Medicine |
+0 | Nature |
+3 | Perception |
+0 | Performance |
+5 | Persuasion |
+0 | Religion |
+5 | Sleight of Hands |
+10 | Stealth |
+3 | Survival |
Weapon | Range | To Hit | Damage | Properties |
---|---|---|---|---|
Pistol | 60/240 | 1d20+12 | 1d10+10 Piercing | Firearm, Reload 4, Misfire 1 |
Pistol | 60/240 | 1d20+12 | 1d10+10 Piercing | Firearm, Reload 4, Misfire 1 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Unending Breath. You can hold your breath indefinitely while you're not incapacitated. Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Languages. Common, and Primordial.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.