+2 | Strength |
+4 | Dexterity |
+0 | Constitution |
+1 | Intelligence |
+3 | Wisdom |
+3 | Charisma |
+2 | Acrobatics |
+1 | Animal Handling |
+3 | Arcana |
+2 | Athletics |
+5 | Deception |
+0 | History |
+1 | Insight |
+3 | Intimidation |
+0 | Investigation |
+0 | Medicine |
+1 | Nature |
+7 | Perception |
+3 | Performance |
+3 | Persuasion |
+1 | Religion |
+3 | Sleight of Hands |
+4 | Stealth |
+1 | Survival |
Attack | Roll | Damage | Special |
---|---|---|---|
Two Birds +3 (1-Handed) | 1d20+7 to Hit | 2d8+5 Pierce | Bonus Reload, Ammo (4 per magazine), Range 30/90ft, Light, Suppressor |
Ankle Shot (Two Birds) | DC 13 Wisdom | Halve Movement Speed, -2 Attack Rolls until start of next turn. | |
Exorcist Driver +1 (2-Handed) | 1d20+6 to Hit | 3d10+3 Poison | Ammo (3 per magazine), Range 130/370ft, Misfire 3, Min Str 14 |
Weave Shot | Reroll 1 or 2 (2-Handed) | 1d6 Damage | Ranged Weapon Damage Bonus |
Hunting Knife | 1d20+4 to Hit | 1d4+2 Pierce | Advantage on Opportunity Attacks |
Unarmed Strike | 1d20+4 to Hit | 1d4+2 Bludg | |
Ether Step | Bonus, Teleport 20 feet |
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.