+0 | Strength |
+6 | Dexterity |
+4 | Constitution |
+5 | Intelligence |
+1 | Wisdom |
+2 | Charisma |
+4 | Acrobatics |
+1 | Animal Handling |
+3 | Arcana |
+0 | Athletics |
+4 | Deception |
+3 | History |
+1 | Insight |
+2 | Intimidation |
+3 | Investigation |
+1 | Medicine |
+2 | Nature |
+3 | Perception |
+2 | Performance |
+2 | Persuasion |
+3 | Religion |
+6 | Sleight of Hands |
+4 | Stealth |
+1 | Survival |
Aluminium Bat | 1d20+6 | 1d8+4 | ||
---|---|---|---|---|
Jagged Teeth:Bite Attack | 1d20+6 | 1d4+4 | ||
DC 10 or be knocked prone. On Critical deal 1d4 bleed | ||||
Severing Claws | 1d20+6 | 1d4+4 | [1d4] | Bleed on crit |
Heroes Enabled
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Feature: Tattoo Magic As a proficient Spell Tattoo Artist, you can create single-use tattoos, called spellwrought tattoos, that store known spells of fifth level or lower. Resources: You have learned to modify Calligrapher’s supplies by hardening special quills and have developed unique ink recipes for your tattoos. Scribing a spellwrought tattoo takes an amount of time and money related to the level of the spell the character wants to scribe, as shown in the Spellwrought Tattoo Costs table. In addition, you must provide any material components required for the casting of the spell. Moreover, you must have the spell prepared, or it must be among your known spells, in order to scribe a tattoo of that spell. If the tattooed spell is a cantrip, the version on that the tattoo works as if the caster were 1st level. SPELLWROUGHT TATTOO COSTS Spell Level Time Cost Cantrip 1 day 20 gp 1st 1 day 35 gp 2nd 3 days 350 gp 3rd 1 workweek 700 gp 4th 2 workweeks 2,500 gp 5th 4 workweeks 5,000 gp Placement: The tattoo must be inked onto a creature with a corporeal body. Regardless of size, a humanoid’s body has a specific number of segments available for tattooing. A tattoo can be arranged on any contiguous available body segments. BODY SEGMENT CHART Body Part Segments Available Scalp 2 Limb 4 Back 8 Chest 8 MAGIC TATTOO COVERAGE Tattoo Rarity Segments Required Common 1 Uncommon 2 Rare 4 Very Rare 8 Legendary 24 Complications: Crafting a spellwrought tattoo is a meticulous task. When tattooing a third level spell, there is a 10 percent chance of a complication. Fourth level spells have a 20 percent chance of complication and fifth level spells have a 40 percent chance of complication. SPELLWROUGHT TATTOO COMPLICATIONS d6 Tattoo Complication 1 You bought up the last of the rare ink used for tattooing, angering a tattoo artist in the closest town. 2 The priest of a temple of good (or a potential rival) accuses you of trafficking in dark magic. 3 The creature bleeds excessively during the process, requiring it to rest for 1 day after completion of the tattoo. 4 Due to a strange error in creating the tattoo, it is instead a random spell of the same level. 5 The creature’s skin takes well to tattoos, reducing time by 1 day. 6 A thief (or a potential rival) attempts to break into your workroom.
Tattoo Magic As a proficient Spell Tattoo Artist, you can create single-use tattoos, called spellwrought tattoos, that store known spells of fifth level or lower.
Spell Tattoo Artists are among the most interesting people in the world — until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they’re vulnerable to sins of greed and covetousness.
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Vulnerability to Iron, Piercing
Shapechanger: The El Cucuy can use its action to polymorph into a hybrid or a beast form. While in hybrid form it can choose only one of the features on the list below. Beast form gives access to all. You are considered proficient with your teeth and claws.
Woe of the Abused:
You can hear the call of those that are abused within 100 ft, you can use an action to activate this ability for 10 minutes. You can hear the secret whispers of the heart of those that are abused and their desire associated with it. This works on recently deceased bodies if this applies to them (arrive within an hour). This will apply marks to those that trigger this, with your focus being higher on those that come from female criers.
Yellow Eyed Gaze (Beast):
As a reaction a marked target must make a saving throw if they have sight and meet your eyes. On a failed save the target becomes frightened for 1d4 turns.
Jagged Teeth (Hybrid or Beast)
Bite: Melee Weapon Attack: +str/dex to hit, reach 5 ft., one target. Hit: 1d4 + str/dex piercing damage. If the target is a creature, it must succeed on a DC (8+ Strength +Prof) saving throw or be knocked prone. On a crit apply 1d4 additional bleed damage.
Severing Claws (Hybrid or Beast)
Claw: Melee Weapon Attack: +str/dex to hit, reach 5 ft., one target. Hit: 1d4 + str/dex slashing damage. On a crit apply 1d4 additional bleed damage.
Ability Score Increase +1 dex, +1 str, and +1 cha
Movement 30 ft in beast full form 40 ft
Unsettling Visage:
When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.
Languages. Sylvan (Seelie Court Variant)
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Statblocks for your spells.
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