-1 | Strength |
+2 | Dexterity |
+0 | Constitution |
+4 | Intelligence |
+4 | Wisdom |
+3 | Charisma |
+2 | Acrobatics |
+2 | Animal Handling |
+2 | Arcana |
-1 | Athletics |
+3 | Deception |
+2 | History |
+2 | Insight |
+1 | Intimidation |
+4 | Investigation |
+4 | Medicine |
+2 | Nature |
+2 | Perception |
+1 | Performance |
+1 | Persuasion |
+2 | Religion |
+2 | Sleight of Hands |
+2 | Stealth |
+2 | Survival |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Finesse, Light Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Piercing | Finesse, Light |
Cost: 10 gp Weight: 2 lb
Player's Handbook
Adventuring Gear Common
Includes:
Cost: 10 gp
Dnd 5e SRD SRD
Light Armor Common
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Light | 11 + Dex Modifier |
Cost: 10 gp Weight: 10 lb
DnD 5e SRD SRD
Shield Common
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Shield | +2 |
Cost: 10 gp Weight: 6 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
The statblocks of your class features
Fateweaver: A human holding a quarterstaff puts a hand on the shoulder of a bulky paladin whose armour starts to glow as he breathes a word of gratitude before charging back into the fray. Darkness clouds the eyes of an elf who steps over the body of a fallen friend and with a single touch of a finger makes the culprit crumble to the ground. Rushing past the legs of enemies and allies a halfling comes to the aid of a fallen friend and with gentle attention helps them back to their feet. A Fateweaver has learned the secrets of life and holds the scales of fate in their hand. With or without magic they tip the scales of fate to their will and determine whether a creature lives or dies. Their magic has roots in the very fabric of creation bringing them to the crossroads of destiny. Guardians of Life: Through study and training a fateweaver has refined their magical skills to be able to aid those in need better than anyone. Drawing from a pool of healing magic fateweavers can channel life through their touch. With powerful wards they can spare their friends, with quick hands they can patch up those in need, with blades they bring enemies to their ends, with a touch they can knock someone off their feet. They train to overcome death or bring it if they so wish. Angels of Death, fateweavers are also adapt melee fighters who can tip the scales in their favour with magic blades and crippling blows. Balanced Duality: Dealing with these dual forces of life and death fateweavers can be found on every end of the spectrum involved in the circle of life. The very best and the very worst can come from their capabilities and with little but themselves to govern them it is their personality that fully drives them to make the decisions that lie within their powers. Their reputation is one of wisdom and where they arrive they are often perceived with a mixture of respect and fear. Though they are few, their ability is well known and revered. Where a fateweaver goes rumors can be expected to trail behind them and linger long after they have gone.
Healing Points You can channel the energy and magic of life through the touch of your fingers, magically healing them. You have a pool of healing points that replenishes when you take a long rest. This pool of healing points is equal to your Fateweaver level x 5. As an action, you can touch a creature and channel energy from a pool of healing points into the creature you touch to restore the same number of hitpoints, up to the maximum amount remaining in your pool. Alternatively, you can spend 5 hit points from your pool of healing to cure the target of one disease or neutralise one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of your Healing points, provided you spend the cost for each disease or poison in the total you spend. This feature has no effect on constructs. Patching From 2nd level, your medical expertise can aid your recuperating allies. During a short rest you can spend 10 healing points or one use of the healer’s kit to restore extra hitpoints to every ally recovering health during the rest. The number of extra hitpoints to each ally is equal to your wisdom modifier, (minimum of 1). Foundation of Fate When you reach 3rd level, you determine your own path by choosing in which way you wish to influence the strings of fate. Tapping for the first time into deeper wells of knowledge and magic you choose foundation in Energy, Force or Medicine. Your choice will grant you new skills at 3rd, 7th, 10th and 14th level. Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Superior Stabilization Your training has given you a better understanding than anyone at how to save someone from the approaching claws of death. From 5th level on, when you stabilize a person through a medicine check or use of the healing kit, they are not only stable, but awake with 5 hitpoints. The creature can't gain HP again from this feature until it finishes a short or long rest Soothing Presence From level 6 your ability becomes visible in the way your carry yourself. The very presence of you is a comfort to your allies and instills them with a profound confidence. Allies within 10 feet of you have advantage on saving throws against being frightened and on saving throws to recover from being frightened. Additionally when frightened, allies can move closer to the source of their fear as long as they are moving in a straight line towards you. Arcane Soothing From level 6 you can take an action to use your healing points to recover spell slots. Cost of a spell slot is level * 5, you cannot recover spell slots above 5th level. Healthy Body The use of your abilities is having long lasting effects on you yourself. Beginning at level 11 you gain advantage on saving throws against poison and disease, and resistance against poison damage. Additionally, during a long rest you can recover up to two levels of exhaustion. Shield Ward From level 15 on, once per long rest, while wielding your shield, you can use your reaction to cast a magical shield of 10 ft radius around yourself. This shield prevents any creature within its protection from dropping to 0 hitpoints, instead letting them drop to a minimum of 1 hitpoint. The shield disappears immediately. Medical Accuracy At 18th level your knowledge of creatures is so thoroughly refined that you can find the softspots in a split second. An attack roll scores a critical hit on a roll of 19 or 20. Touch of Life At level 20 you are so well versed in commanding the strings of fate that you have learned to save yourself from the brink of death. If you would die while you are at zero hitpoints, you magically cling to life, as long as you still have a spell slot and/or healing point and come back to life conscious, with 1 hitpoint, no healing points and no spell slots available. You can perform this impressive feat only once per day.
You start with the following equipment, in addition to the equipment granted by your background: (a) a shortsword or (b) a warpick or (c) a morningstar (a) a component pouch or (b) an arcane focus (a) explorer's pack or (b) priest's pack leather armour, a shield, a healer’s kit and a dagger
Spellcasting See chapter 10 for the general rules of spellcasting and below for the Fateweaver’s spell list. Cantrips At 1st level, you know two cantrips of your choice from the Fateweaver spell list. You learn additional Fateweaver cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Fateweaver table. Spell Slots The Fateweaver table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Fateweaver spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell cure wounds and have a 1st level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the Fateweaver spell list. The Spells Known column of the Fateweaver table shows when you learn more Fateweaver spells of your choice Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Fateweaver spells you know and replace it with another spell from the Fateweaver spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your Fateweaver spells. Your power comes from training and studying. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Fateweaver spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus You can use an arcane focus as a spellcasting focus for your Fateweaver spells.
Foundation of Fate Playing with life and death is no mean feat and further training is the key to unlocking more of your potential. Your training can lead you to delve into the depths of magic or focus more on the physical treatment. Do you embrace death in all her beauty? Or will you try to fight it? You choose your own path that can change that of many others depending on your actions. Foundation in Energy You choose to focus your training on the exchange of energy between creatures. You embrace necrotic energy that can drain the life force of your enemies and enhance yourself with this very same energy. While some may consider it a dark path, it is a natural way of being that can aid you and your allies in staying on your feet longer than anyone. Draining Weapon When you choose this foundation at level 3 you learn how to draw energy through your weapon strikes. Every time you roll a critical hit on an attack roll with a melee weapon you are proficient with, you regain 1d4 + your wisdom modifier in hit points. Vindictive Hand At level 7 once per short rest, after you spend healing points on someone or stabilised them any creature successfully making an attack against the target before the end of the target’s next turn takes 1d6 necrotic damage. Improved Draining Weapon From level 10 your energy control becomes even greater. A 19 now also triggers the draining weapon and the weapon restores 2d4 + your wisdom modifier hit points. Draining Touch When you reach level 14, you can draw on the very edges of your powers to save you when you are in a pinch. You can use your action to try to touch a creature and do 5d8 necrotic damage, which you will regain as hit points. After this both you and the target must make a Constitution saving throw against your spell save DC or suffer two levels of exhaustion each. Foundation in Force Your training continues your study into deep magic where you learn to shield your allies before anything can harm them by conjuring wards of force. You will allow your allies stand tall no matter what they will be facing. By applying your magic you can take control over the battlefield and ensure you will never stand alone. Precaution Upon choosing this foundation at level 3 you gain the ability to lay strong wards over your allies. You can use your action to touch an ally and lay a protective ward over them that absorbs all of the damage from the first hit they take, even if they are immune. The ward lasts 1 minute or until the target takes damage. Once you use this feature, you must finish a long rest before you can do so again. Warding Hand At 7th level you learn to infuse your healing magic with warding charms. Once per short rest, after you spend healing points on someone or stabilised them they gain resistance against bludgeoning, slashing and piercing damage until the end of their next turn. Serious Precaution From level 10, you regain your use of Precaution after a short or long rest. Heavy Ward When you reach level 14 you can draw upon the utmost of your magic in time of need. You can use your reaction to create a ward protecting up to 8 creatures of your choice within 120 feet of you that you can see from taking damage from a single harmful effect. The ward immediately disappears and you suffer a level of exhaustion for every 2 creatures your ward protected, rounded up. Once you use this ability, you must finish a long rest before you can do it again. Foundation in Medicine Instead of depending on magic you continue to train your skills in medicine to aid your allies more efficiently. You will fling across the battlefield working your skilled hands in saving lives when times are at their most desperate. Your skills and knowledge will be there whenever they are called for and you can choose exactly where to use them. Desperate Dash When you choose this foundation at level 3, you learn to push yourself further when necessary. Up to a number of times equal to your Wisdom modifier (minimum once), you can take the Dash action as a bonus action. You regain all spent uses upon finishing a long rest. Swift Hand Starting at level 7 you have become so adept at what you do it takes you less time to do so. Spending healing points and stabilising someone only costs you a bonus action. Improved Desperate Dash At level 10 you can use your Desperate Dash one more time (one use higher than your Wisdom modifier), and you regain spent uses upon finishing a short or long rest. Quick Patch When you reach level 14 you can fashion medicine under pressure unlike anyone else to get out of a pinch. You use an action to restore half an ally’s hitpoints in temporary hit points until the next short or long rest. These hit points cannot be recovered during the next long rest or by spending hit dice and require a second long rest or magical healing to be actually regained.
Statblocks for your familiars, mounts etc.
Keen Senses. The pseudodragon has an advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 1d4+2 piercing damage. Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 1d4+2 piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
Statblocks for race/species of the character.
Fiend. You originated from the Nine Hells and as such your creature type is both fiend and humanoid. When you die on the Material Plane you return to the Nine Hells, where your essence remains trapped until your body reforms — a process that can take months, years, or even centuries. When you are reborn, your body reforms in the Nine Hells and you have all the memories and knowledge of your former life. Like devils, rakshasa killed in the Nine Hells are forever destroyed.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Duplicity. You are proficient in the Deception skill.
Cunning. You have advantage on all Intelligence, Wisdom and Charisma saving throws against magic.
Maya Rakshasa:
Ability Score Increase. Your Dexterity score increases by 1.
Illusionist. You know the minor illusion cantrip. When you reach 3rd level, you can cast the alter self spell once per day. When you reach 5th level, you can also cast the major image spell once per day. Charisma is your spellcasting ability for these spells.
Languages. Common, Infernal
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Evocation
You hold aloft your holy symbol, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).
PHB
0-level (Cantrip) Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
1-level Abjuration
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. * - (a small silver mirror)
PHB
1-level Evocation
A creature of your choice that you can see within range regains hit pints equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st
1d4+SpellcastingAbilityModifier | Healing |
---|
PHB
1-level Abjuration
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action
PHB
2-level Evocation
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
PHB
2-level Transmutation
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Statblocks for your Trinkets, businesses, building, castles, empires.