+2 | Strength |
+0 | Dexterity |
+4 | Constitution |
+1 | Intelligence |
+3 | Wisdom |
+6 | Charisma |
+0 | Acrobatics |
+0 | Animal Handling |
+4 | Arcana |
+5 | Athletics |
+6 | Deception |
+1 | History |
+0 | Insight |
+6 | Intimidation |
+4 | Investigation |
+0 | Medicine |
+1 | Nature |
+3 | Perception |
+3 | Performance |
+3 | Persuasion |
+1 | Religion |
+0 | Sleight of Hands |
+0 | Stealth |
+3 | Survival |
Move | Weapon | Hit Roll | Damage | Damage Type | Special |
---|---|---|---|---|---|
Pact Attack | Shadowbringer | 1d20+3+3 | 2d6+3+3 | Slashing | Vitality 1d6 |
Plunge | Shadowbringer | 1d20+3+3 | 5d6+3+3 | Slashing | Vitality 1d6 |
Darkside Pact Attack | Shadowbringer | 1d20+3+3 | 2d6+3+3+1d8 | Slashing | Vitality 1d6 |
Darkside Plunge | Shadowbringer | 1d20+3+3 | 5d6+3+3+1d8 | Slashing | Vitality 1d6 |
BladeHex Pact Attack | Shadowbringer | 1d20+3+3+3 | 2d6+3+3+3 | Slashing | Vitality 1d6 |
BladeHex Plunge | Shadowbringer | 1d20+3+3+3 | 5d6+3+3+3 | Slashing | Vitality 1d6 |
BladeHex Darkside Pact Attack | Shadowbringer | 1d20+3+3+3 | 2d6+3+3+1d8+3 | Slashing | Vitality 1d6 |
BladeHex Darkside Plunge | Shadowbringer | 1d20+3+3+3 | 5d6+3+3+1d8+3 | Slashing | Vitality 1d6 |
Hex Pact Attack | Shadowbringer | 1d20+3+3 | 2d6+3+3+1d6 | Slashing | Vitality 1d6 |
Hex Plunge | Shadowbringer | 1d20+3+3 | 5d6+3+3+1d6 | Slashing | Vitality 1d6 |
Hex Darkside Pact Attack | Shadowbringer | 1d20+3+3 | 2d6+3+3+1d8+1d6 | Slashing | Vitality 1d6 |
Hex Darkside Plunge | Shadowbringer | 1d20+3+3 | 5d6+3+3+1d8+1d6 | Slashing | Vitality 1d6 |
Hex BladeHex Pact Attack | Shadowbringer | 1d20+3+3+3 | 2d6+3+3+3+1d6 | Slashing | Vitality 1d6 |
Hex BladeHex Plunge | Shadowbringer | 1d20+3+3+3 | 5d6+3+3+3+1d6 | Slashing | Vitality 1d6 |
Hex BladeHex Darkside Pact Attack | Shadowbringer | 1d20+3+3+3 | 2d6+3+3+1d8+3+1d6 | Slashing | Vitality 1d6 |
Hex BladeHex Darkside Plunge | Shadowbringer | 1d20+3+3+3 | 5d6+3+3+1d8+3+1d6 | Slashing | Vitality 1d6 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Armor Legendary (this item requires attunement) [requires attunement by a werewolf or another were creature]
The Armour of Fenris is passed down from one alpha to the next. The Armour of Fenris typically bears a wolf's snarling face on it. This armour is capable of morphing to accommodate a werecreature's transformations between their base form, Hybrid form, and Beast form.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Heavy | 18 | 15 |
Weight: 12 lb
Attunement Benefit | Effect |
---|---|
Hide of Fenrir | +3 AC |
True Lycan | Negates a lycanthropes vulnerability to silver weapons (normal damage from silver) |
Devastating Claws | Increases the power of their unarmed strikes by 1 damage step (1 to 1d4 to 1d6 to 1d8 to 1d10 to 1d12 to 2d8 to 2d10 to 2d12) |
Alpha | While wearing the Armour of Fenris, you gain advantage on all Charisma and Wisdom checks when interacting with other Lycanthropes and any other were creatures that recognizes the armor. |
Adventuring Gear Cloak Rare (this item requires attunement)
Jet black cloak with an Electrum clasp and raven feathers along the collar.
Weight: 2 lb
Attunement Benefit | Effect |
---|---|
Raven's Blessing | Gives advantage on all Dex rolls |
Weapon Heavy, Two-Handed, Focus, Very Rare (this item requires attunement)
Greatsword bestowed upon warlocks who make a pact with the sentient sword from shadowfell. Enchanted with the power to drain vitality, it draws upon the life of the enemy to ward it's user.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Melee | 2d6 | Slashing | Melee | Heavy, Two-Handed, Focus, |
Cost: 1500 gp Weight: 6 lb
Attunement Benefit | Effect |
---|---|
Vitality Drain | When you hit a creature with this magic weapon you deal an additional 1d6 necrotic damage. You gain temp HP equal to the necrotic damage you dealt. |
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
Protecting the Meek A Dark Knight is a knight who has taken up arms to serve the downtrodden. They serve no lords or institutions, believing no one is exempt from justice, no matter what their position in society. They protect the commonfolk from not only banditry and wild beasts, but from corrupt men who seek to oppress them. In return, Dark Knights are often fed and housed by those they protect, or rely upon bounty hunting and raiding looters to support themselves. Internal Darkness When an adventurer chooses the path of a Dark Knight they understand that they are renouncing their rights to be a regular member of society. They belong to no society, acting as paragons of justice who see no allegiance. To assist them in their quest, Dark Knights are able to sacrifice their own life force to power a well of darkness within themselves. They cause themselves great pain and exhaustion in order to allow dark power to course through their body which they harness in a variety of ways.
Well of Darkness - Beginning at the 1st level, you are able to draw on the darkness in your heart and use it as power. This pool of energy is known as the Well of Darkness and is represented by your Well of Darkness points indicated on the class table above. All expended uses of your Well of Darkness points refresh upon completing a long rest.
(a) chain mail or (b) hide (a) a martial weapon and a shield or (b) two martial weapons (a) a short bow and 20 arrows or (b) two daggers (a) an explorer's pack or (b) a dungeoneer's pack
Spell DC Dark Knight Spell DC = 8 + your proficiency modifier + your Charisma modifier. When using spells which require you to make a ranged spell attack, your spell attack modifier is calculated as follows. Dark Knight Spell Attack Modifier = your proficiency modifier + your Charisma modifier.
Blackblood - Blackbloods are Dark Knights who seek great power and presence on the battlefield. They spend their time perfecting their martial abilities, and then infusing their peerless skill with power drawn from the darkness which resides in their hearts. Plunge - Beginning at 3rd level, as an action you may move to a space beside a creature within a 15ft. radius. You then make a melee weapon attack against that creature, dealing an addition 2d6 damage of the weapon die's type. This damage increases to 3d6 at 6th level, 4d6 at 11th level and 5d6 at 17th level. You may use the Plunge feature a number of times equal to half your Strength modifier (rounded up). Piercing Intimidation - Beginning at 6th level, when making an Intimidation skill check, you may spend 1 Well of Darkness point to gain assistance from your inner darkness. Roll your Darkside damage die and add the result to the result of your check. Soul Eater - Beginning at 11th level, once per turn when you make a melee weapon attack, you may choose to recover hit points equal to half the damage dealt by your Darkside feature's bonus damage, rounded up. Ravaging Darkness - Beginning at the 17th level, you add your Charisma modifier to the bonus damage of your Darkside feature.
Lvl | Well Of Darkness Pts | Darkside |
---|---|---|
1 | 1 | 1d6 |
2 | 2 | 1d6 |
3 | 3 | 1d6 |
4 | 4 | 1d6 |
5 | 5 | 1d8 |
6 | 6 | 1d8 |
7 | 7 | 1d8 |
8 | 8 | 1d8 |
9 | 1 | 1d8 |
10 | 10 | 1d8 |
11 | 11 | 1d10 |
12 | 12 | 1d10 |
13 | 13 | 1d10 |
14 | 14 | 1d10 |
15 | 15 | 1d10 |
16 | 16 | 1d10 |
17 | 17 | 1d12 |
18 | 18 | 1d12 |
19 | 19 | 1d12 |
20 | 20 | 1d12 |
You start with the following equipment in addition to the following granted by your background (a) a light crossbow with 20 bolts or (b) any simple weapon (a) a componants pounch or (b) an arcane focus (a) a scholars pack or dungeoneers pack leather armour, any simple weapon, and two daggers
Charisma is your spell casting ablity for your Warlock spells, so you use your charisma whenever a spell refers to to your spell casting ability. in addition you use your charisma modifier when setting your saving throws DC for a Warlock spell you cast and when making an attack roll with one
Statblocks for your familiars, mounts etc.
Keen Hearing and Smell - The worg alpha has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite - Melee Weapon Attack: 1d20+6 to hit, reach 5 ft., one target. Dmg: 2d6+4 piercing damage. If the target is a creature, it and the Worg makes opposing Strength (Athletics) checks. If the Worg wins, the attack deals an additional 1d6+4 damage.
A large and brutish canine, the worg has been described as ‘to a wolf what an orc is to a man’; bigger, stronger, and more illtempered. Packs of worgs may be found roaming the wild places of the world, and are sometimes kept as pets and status symbols by the wealthy and powerful, ill-advised as this may be. However, they are most commonly associated with goblins, with whom they share a pack instinct, bestial cunning, and a vicious streak. In truth, worgs of various sizes are used by many different monstrous races. Some more intelligent races have bred different strains of worg, much like different breeds of dog; hobgoblins for example, are known to raise a large breed for themselves to ride, and a smaller breed not much larger than a common wolf for their goblin kin. Goblins on the other hand, simply ride on younger worgs until they become unmanageable, at which point they are either killed or chained up. This Worg was captured and raised personally by Caellan
Statblocks for race/species of the character.
- Drow can see up to 120 ft. of vision in dim light, granting them superior darkvision
Languages. Can speak, read, and write Common and Elvish
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Evocation
You create up to four torch sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10 foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
0-level (Cantrip) Evocation
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
0-level (Cantrip) Necromancy
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
1-level Evocation
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
1-level Evocation
The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
1-level Enchantment
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A Remove Curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
1-level Abjuration
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
2-level Evocation
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
2-level Conjuration
You temporarily summon three familiars – spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the Find Familiar spell or similar means, then one fewer familiars are conjured by this spell.
Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.
When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.
Statblocks for your Trinkets, businesses, building, castles, empires.
DnD 5e Curse of Strahd
Adventuring Gear Common
Includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches.
Cost: 33gp Weight: 49lbs