-1 | Strength |
+4 | Dexterity |
+4 | Constitution |
+3 | Intelligence |
-2 | Wisdom |
+1 | Charisma |
+2 | Acrobatics |
+1 | Animal Handling |
+6 | Arcana |
+0 | Athletics |
-1 | Deception |
+4 | History |
-1 | Insight |
-1 | Intimidation |
+6 | Investigation |
-1 | Medicine |
+6 | Nature |
-1 | Perception |
-1 | Performance |
+4 | Persuasion |
+9 | Religion |
+2 | Sleight of Hands |
+4 | Stealth |
-1 | Survival |
Dagger | roll: 1d20+4 | 1d4+1 |
---|---|---|
Light Crossbow | roll: 1d20+4 | 1d8+1 |
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.
Darkvision: Thanks to your infernal heritage, 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. Hellish Resistance: You have resistance to fire damage. Infernal Legacy: You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 4th-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once, and are able to see perfectly in this darkness. You regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Infernal Heritage: You gain additional features depending on which Deity runs through your bloodline. Sidmir: You gain proficiency with Medium Armor, and three martial weapons of your choice. You Gain Proficiency in Athletics and Intimidate, and can use Intimidate based off of strength. You Can Transform into a Demonic Aspect, Burning with Hellfire and being Consumed in an All-Out Rage. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you, and each target within 10 feet of you (30 Feet at level 18,) take fire damage equal to half your level at the start of your turn. All Strength-Based Melee attacks add 2d8 Fire Damage during this turn, and you can use Hellish Rebuke for free, a number of times equal to your level, during your transformation. After the Transformation ends (Willingly or Not,) you gain three levels of exhaustion. This can only be done once every six days. Zokthys: Infernal Guile: You are Immune To Charm. Infernal Charm: You have three talent points to spend on the Persuasion Tree. Twisting Words: You have three talent points to spend on the Deception Tree. Infernal Appearance: You gain Disguise Self at will. Adite: Bestial Strength: You gain a +1 To Strength. Bestial Hide: Your thick, unnatural skin allows you to shrug off blows most mortals would be wounded by. When benefiting from Unarmored Defense as a result of Monk or Barbarian, your base AC starts at 13. Bestial Mutation: Choose one of the Following: Infernal Wings: You possess hideous, bat-like wings. These Grant you a Fly Speed of 20 feet. Infernal Fangs: You can, as a bonus action, Bite an enemy within 5 feet. This does 1d6 Fire damage, and requires a Melee Attack. Infernal Resilience: You gain Advantage on Hit Die rolls during Level ups. Infernal Gait: You have a Walking Speed of 35 Feet, and can Jump twice the normal distance. Ledis: Tides of Fate: After a Short or Long Rest, the character may roll a d20. He may then record the result for use later. After a character within 30 feet of him makes a roll, the player may choose to replace the die with the rolled result. Coin of Blood: The character possesses a cursed coin. Once per long rest, they can flip the coin, predicting the result. If their prediction was correct, they regain 4d10 hit die. If their prediction was incorrect, they take 4d10 damage. If this damage would reduce the character to 0 points, the character dies. Master Of Destiny: Once per Long Rest, you can take a glimpse into the immediate future. For the next turn, (or next six seconds,) you gain advantage on all tests, and all attacks against you suffer disadvantage.
Languages. Common, Infernal, Primordial.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Transmutation
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Sound Magic
0-level (Cantrip) Evocation
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder 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) Enchantment
You unleash a string of insults laved with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d8 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: This spell's damage increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Saving Throw | Wisdom |
---|---|
1d8 | Psychic Damage |
PHB: P. 282
0-level (Cantrip) Transmutation
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 Transmutation
You touch a creature. The target's speed increases by 10 feet until the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
1-level Evocation
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
PHB: P. 250
2-level Transmutation
XGtE P. 163 / EE: P. 21 / PotA: P. 239
2-level Transmutation
XGtE P. 165 / EE: P. 22 / PotA: P. 240
2-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerPHB: P. 289
2-level Enchantment
PHB: P. 230
2-level Evocation
PHB
1-level Evocation
PHB: P. 277
3-level Transmutation
Statblocks for your Trinkets, businesses, building, castles, empires.