+1 | Strength |
+2 | Dexterity |
+8 | Constitution |
+8 | Intelligence |
+2 | Wisdom |
+1 | Charisma |
+2 | Acrobatics |
+2 | Animal Handling |
+8 | Arcana |
+1 | Athletics |
+4 | Deception |
+5 | History |
+2 | Insight |
+4 | Intimidation |
+5 | Investigation |
+2 | Medicine |
+5 | Nature |
+2 | Perception |
+1 | Performance |
+1 | Persuasion |
+5 | Religion |
+5 | Sleight of Hands |
+2 | Stealth |
+2 | Survival |
Thunder Gauntlets | 1d20+8 | 1d8+5 thunder |
---|---|---|
A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn | ||
Multiattack (2) | ||
Defensive Field: As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. |
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.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.