+2 | Strength |
+3 | Dexterity |
+5 | Constitution |
+0 | Intelligence |
+0 | Wisdom |
+3 | Charisma |
+5 | Acrobatics |
-1 | Animal Handling |
+0 | Arcana |
+4 | Athletics |
+3 | Deception |
+0 | History |
-1 | Insight |
+3 | Intimidation |
+0 | Investigation |
-3 | Medicine |
+0 | Nature |
+1 | Perception |
+3 | Performance |
+5 | Persuasion |
+0 | Religion |
+3 | Sleight of Hands |
+3 | Stealth |
+1 | Survival |
Trident 1 hand | 1d20+4 | 1d6+4 Thrown (range 20/60), | |
---|---|---|---|
Trident 2 hand | 1d20+4 | 1d8+4 Thrown (range 20/60), | |
Bullete Torpedo | [roll 1d20+6] | 1d6+4 | 3d6+4(Nat20) Thrown (range 30/120) |
Dagger | 1d20+5 | 1d4+5 | |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
Melee Weapon Thrown, Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 / 1d8 | Piercing | 20/60 ft | Thrown, Versatile |
Cost: 5 gp Weight: 4 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
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 / 1d8 | Bludgeoning | Versatile |
Cost: 2 sp Weight: 4 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
SRD
Ring You gain a +1 bonus to AC and Saving Throws while wearing this ring. Rare (this item requires attunement)
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
The statblocks of your class features
test
Tentacle Summoning Starting level 1, you can summon tentacle creatures from beyond the planes to aid you in combat... or in other ways. You have a number of Tentacle Summoning Points, or TSP, equal to you level as shown in the Tentacle Summoner table above. You can use these points to summon tentacles of various abilities. Some of your own abilities also require the use of TSPs. You regain all of your TSP after finishing a Long Rest. You may have up to 1 tentacle creature summoned at a time. This increases to 2 at level 9, and to 3 at level 17. The list of Tentacle Types you can choose from to summon is at the end of the page. Appearance and Perception Tentacle creatures are exactly that : a mass of squirming tentacles all bound together at its centre like some strange plant. They have no mouth to feed, instead they seem to constantly slowly absorb some form of energy (it is unknown what that energy may be or where it comes from) and do not produce waste. Because of their body, tentacle creatures cannot wear clothes, equip armor or wield weapons or shields, or anything which would require hands. They can however wear magical rings, bracelets or even neck chains/pendants. As usual, your tentacle creatures can attune to a maximum of 3 magical objects. Tentacle creatures have sensitive senses of hearing (120ft), smell (120ft), touch/taste which is the same thing to them, and perceive the electromagnetic field all life emits. This gives them blindsight up to a 30ft range. Having no eyes also makes them immune to spells that target eyesight such as blindness. Tentacles breathe through the pores of their skin/membrane, even though they have no mouths to speak of, they do require air to breathe, although they can hold their breath for up to 10 minutes. Tentacle Creatures are considered Aberrations. Size Matters Each tentacle type can be summoned in one of 3 sizes : -Small : costs 1 TSP to summon the basic version, 1d6 damage die, HP=1x(your level) + (its Constitution bonus)x(your level), Advantage on Stealth, AC=15, Move speed : 15ft, weight : 50 pounds. -Medium : costs 2 TSP to summon the base version, 1d8 damage die, HP=2x(your level) + (its Constitution bonus)x(your level), Advantage on Dexterity saving throws, AC=13, Move speed : 25ft, weight : 120 pounds. -Large : costs 3 TSP to summon the base version, 1d10 damage die, HP=3x(your level) + (its Constitution bonus)x(your level), Advantage on Dexterity saving throws, AC=11, Move speed : 35ft, weight : 300 pounds. Combat Tentacles gain an additional damage die on the 4th, 8th, 14th, and 18th level. Tentacle creatures attack on your turn using their... tentacles... and do Bludgeoning damage. These tentacles are considered finesse weapons they are proficient in. You add your proficiency modifier and their dexterity modifier to any attack roll the tentacles make. You add their strength or dexterity modifier to any damage they deal. You may also communicate telepathically with one of your summoned tentacles as a bonus action to give simple commands in the form of mental images. Summoning You can summon a tentacle creature as an Action. You can un-summon a tentacle creature as a bonus action. Any tentacle you summon remains for as long as you desire or until it is reduced to 0HP, in which case it turns to mist and disappears. Should you fall unconscious, the tentacle creatures that might still be summoned will attempt to protect you and carry you to safety if possible. Tentacle Knowledge When multiclassing from "Tentacle Summoner" you have (amount of spells available to new said class) in spell slots, and know all these spells due to the tentacles all knowing power. Cantrips At level 2, you are given knowledge of any 2 Cantrips from this list : mage hand, true strike,minor illusion, prestidigitation, and shocking grasp. You learn an additional cantrip at level 10. Spellcasting At level 2, you begin to gain some ability to cast spells. Your spellcasting is not learned or innate or from a mutually agreed upon pact, it is forced upon you by the Entity. You gain instinctive knowledge of certain spells and have a certain amount of spell slots to cast them with. Any time you would gain a new spell, you may switch one of your known spells. Charisma is your spellcasting ability for these spells. Your Spell save DC is 8 + your proficiency bonus + your Charisma modifier Your Spell attack bonus is Your proficiency bonus + your Charisma modifier Cuddle At level 3, you can spend some time with one or multiple tentacles you have summoned during a Short or Long Rest to gain some mutual benefits. When completing a short or long rest with one or several of your summoned tentacles, you all gain temporary Hit Points equal to your level + your Charisma modifier. Archetype At level 3, you may choose your Archetype as a Tentacle Summoner from the list below. This gives you new abilities at level 3, 7, 12, 15, 19 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. The Means of Obedience Starting level 5, you may sacrifice one Hit Die to summon a small sized Tentacle Creature instead of paying the 1 TSP cost. Preference Starting level 6, when you summon a tentacle creature, choose either "Male" or "Female". This tentacle has advantage on all grapplechecks against opponents of the chosen gender. Preferred Method of Capture Starting level 11, all tentacles you summon become proficient in grapple checks, they also add your proficiency modifier for any such checks they make. Harem Mindset Starting level 13, your tentacles can now Cuddle with any willing creature and provide the same benefit of additional temporary Hit Points equal to your level + your Charisma modifier to both the tentacles and the willing creature. Omni-tastes Starting level 16, all tentacle creatures you summon have advantage on grapple checks against any creature of same size or smaller. Inescapable appendages At level 18, all your tentacles add double your proficiency modifier to grapple checks they make. Rise of the Tentacle Overlord At level 20, you stop ageing and may at any time choose the age of your appearance. You also become immune to ageing effects and any magic that would change your age. You gain +4 Charisma, this can take you beyond the normal limit of 20. Double the Hit Points of all your Tentacles.
You start with the following equipment, in addition to the equipment granted by your background: (a) A simple Weapon and a dagger or (b) two simple weapons (a) An Arcane Focus or (b) a Herbalism Kit or (c) a Disguise kit A bag full of clothes and various personal objects An Instrument and an Artisan's tool
Charisma is your spellcasting ability for these spells. Your Spell save DC is 8 + your proficiency bonus + your Charisma modifier Your Spell attack bonus is Your proficiency bonus + your Charisma modifier
You have trained to master the use of light armor, gaining the following benefits:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they live in small, hidden communities in the ocean shallows and on the Elemental Plane of Water. Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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. Keen Senses. You have proficiency in the Perception skill. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Sea Elf Training You have proficiency with the spear, trident, light crossbow, and net. Child of the Sea You have a swimming speed of 30 feet, and you can breathe air and water. Friend of the Sea Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.
Languages. You can speak, read, and write Common, Elvish, and Aquan. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Conjuration
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.
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 Conjuration
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
1-level Illusion
You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Statblocks for your Trinkets, businesses, building, castles, empires.