+3 | Strength |
+9 | Dexterity |
+3 | Constitution |
+2 | Intelligence |
+2 | Wisdom |
+6 | Charisma |
+8 | Acrobatics |
+3 | Animal Handling |
+2 | Arcana |
+4 | Athletics |
+3 | Deception |
+4 | History |
+2 | Insight |
+3 | Intimidation |
+2 | Investigation |
+2 | Medicine |
+2 | Nature |
+3 | Perception |
+6 | Performance |
+7 | Persuasion |
+2 | Religion |
+5 | Sleight of Hands |
+5 | Stealth |
+2 | Survival |
The Maurader | 1d20+12 | 1d12+8 |
---|---|---|
Levin Katana | 1d20+11 | 1d10+7 |
Katana of Warning | 1d20+9 | 1d8+5 |
Oathbow (150ft/600ft) | 1d20+10 | 1d8+5 Sworn Enemy Damage 3d6 |
Knives | 1d20+7 | 1d4+5 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Very Rare Evocation Requires Attunement
A lightning infused Katana. A +2 magic weapon with upgraded damage dice. Uses strength or dexterity modifier.Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d10+2 / 1d12+2 | Lightning |
Weapon
Varies Abjuration Requires Attunement
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical l sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
https://www.dndbeyond.com/magic-items/oathbow
Weapon Ammunition, Heavy, Range, Two-Handed Very Rare (this item requires attunement)
When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Ranged | 1d8+5 / 3d6 Against Sworn Enemy | Piercing | 150ft./600ft. | Ammunition, Heavy, Range, Two-Handed |
Weight: 2lb
The statblocks of your class features
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
Gain an extra +2 to attack rolls when using a ranged weapon that you are proficient with.
You have inexplicable luck that seem s to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.
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.