+5 | Strength |
+10 | Dexterity |
+4 | Constitution |
+5 | Intelligence |
+8 | Wisdom |
+6 | Charisma |
+10 | Acrobatics |
+8 | Animal Handling |
+5 | Arcana |
+7 | Athletics |
+6 | Deception |
+5 | History |
+6 | Insight |
+8 | Intimidation |
+5 | Investigation |
+8 | Medicine |
+5 | Nature |
+9 | Perception |
+6 | Performance |
+6 | Persuasion |
+5 | Religion |
+7 | Sleight of Hands |
+7 | Stealth |
+9 | Survival |
Dragon Slayer (2 attacks per turn) | 1d20+8 | 1d8+6 1d10+6 Dragon Damage 3d6 |
---|---|---|
Longsword (2 attacks per turn) | 1d20+7 | 1d8+5 1d10+5 |
Spear (2 attacks per turn) | 1d20+9 | 1d6+7 |
Wyvern Bite (Bonus Action for 1 attack, Action for 2) | 1d20+8 | 2d12+5 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Adventuring Gear Versatile Very Rare (this item requires attunement) [Evocation]
You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple Melee | 1d8+STR mod / 1d10+STR mod | Slashing | 5ft | Versatile |
Cost: 1500g Weight: 2.2lb
Ring
Legendary Abjuration Requires Attunement
While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Armor (Light)
Rare Requires Attunement
This is a +1 light armor prototype due to its extra addition of smooth iron plating. Has 2 weapon mounts and 1 accessory mount for interchangeable attachments. Every time you use an attachment, roll 1d6 DC 5. If you fail, the attachment breaks after use. You must take an action to mount and dismount attachments. You can repair 1d4 attachments per long rest. You must be proficient in Smithing Tools to repair attachments. WEAPON ATTACHMENTS (2 of each) Arm Blades: Collapsible longswords. 1d8 + Strength Piercing. Extend and Collapse blades using bonus action. Must deactivate to free hands and use other weapons, shields, cast spells, etc. Arrow Volley Revolver: Range 60/100ft. 1d8 + Dex. Use Bonus Action to shoot 1 arrow or Action to shoot 2 (Extra Attack allows for more shots). Auto-Loading, each attachment has 6 shots. Use an action to reload 3 slots. You have 24 arrows in total (4 full rounds, 2 per revolver). Flamethrower: 2 uses per attachment. Has same effect as Burning Hands. NOTE: If the attachment breaks, it explodes. Take 2d6 fire damage and roll 1d20. DC 11 to avoid permanent injuries (ask DMs for specifics). ACCESSORY ATTACHMENTS (1 of each) Glider: Same effect as Feather Fall. 2 uses per short rest before overheats.Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Light | 13 | No |
Wondrous Item
Varies Abjuration
While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.
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.